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Dark Age of Camelot
Version 1.06 Release Notes
September 11, 2001
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NEW THINGS AND BUG FIXES
- Some Briton female bandits had male sound effects. This has been fixed.
- Name above head should now update on guild join/remove.
- Tints and Emblems should now show correctly in the menu as well as in the game. Previously, they showed only in-game.
- Weapon condition/durability should now degrade slower at low levels. Let us know how it works out.
- You should no longer lose Constitution and Experience on PvP deaths. Please note that if you have been damaged more that 50% by an NPC monster, you must heal up to full before engaging in PvP or you run the risk of losing experience points on death.
- Friars who cannot get new robes because of the quest wipe can now go talk to their trainers. If you already have a robe, but cannot upgrade it because of the wipe, drop or sell the one you have, then talk to your trainer. He'll hand you the 5th level one. Trade it in, it'll be upgraded. Keep doing this until it is upgraded to the appropriate set of robes for your level.
TRADE SKILL UPDATE
- The first part of fletching has been implemented. For now you will be able to create bows. Hopefully within the next few days we will be able to get the ability for you to make arrows (both some out on the field, and the rest in town). You will need to be near the lathe as your "forge".
Fletching Trade Masters:
Hibernia: Arziqua
Albion: Acey Dalston
Midgard: Gils
Classes:
Albion: Mercenary, Rogue, Scout, Infiltrator, Minstrel
Midgard: Rogue, Shadowblade, Hunter
Hibernia: Stalker, Nightshade, Ranger
WORLD NOTES
- Port Castles for Hibernia and Albion in Odin's Gate now have working doors.
- Gates for all Frontier Keeps can now be opened without siege equipment (this is temporary until siege equip goes in).
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Dark Age of Camelot
Version 1.07 Release Notes
September 12, 2001
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NEW THINGS AND BUG FIXES
- Last names are now supported in Camelot. To qualify for a last name, you must be at least 10th level. To get a last name, find your Realm's Name Registrar in that Realm's capital city. Select the Registrar and type /lastname <your lastname>. You will only be able to do this once, so choose well.
- Chat text colors were "messed up" and kept changing. This has been fixed so that they stay their intended color.
- Group and minigroup status bars now update much faster.
- Right-clicking on the item you are trading in the trading window now works correctly.
- Trade window now shows who you are trading with.
- Paper doll should no longer disappear when you equip/unequip weapons and armor.
- You can now select items and monsters in the world "through" the chat window.
- You can now select doors and portculli and see their condition. In the near future you will be able to damage them; this reflects how damaged they are.
- The Briarsprout spell was working incorrectly; it has been fixed.
WORLD NOTES
- Name Registrars are located near the guild and emblem NPCs
Hibernia: Filidh Filiara
Midgard: Ullag Nottlok or Jarl Uffenlong
Albion: Lady Charlitte
- Hibernian Guild Registrar and Emblemeer have been moved into the palace of Tir na Nog where they belong.
- The extra guild/name/emblem NPCs removed from Jordheim and the old ones moved to the Great Hall in Jordheim. This was done because Midgard had two emblemeers/guild and name Registrars and the other Realms had only one.
TRADE SKILL NOTES
The Tradeskill vendors in Jordheim have decided to move out of the cramped building they were in. They have moved around to various buildings in Jordheim now. Also, Om has finally decided to move out from behind the dwarf eating table. He apologizes to his Dwarven patrons who have inadvertently gotten stuck while trying to talk to him.
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Dark Age of Camelot
Version 1.08 Release Notes
September 13, 2001
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NEW THINGS ANDBUG FIXES
- Blademasters were having problems wielding bows since the last update. This has been fixed.
- Spell effect icons now blink for ten seconds before they go away.
- There is a third cloak type (with no hood at all) that will be slowly introduced into the game over the next few days.
- Shield textures look much better now.
- Above 30th level, the amount of experience loss per death has been reduced.
- If you are above 35th level, your experience has been reset to halfway between 35th and 36th. Due to a bug, all over-35th level characters had their experience deleted. The bug is now fixed, and you should be able to progress normally. Sorry for the inconvenience.
- Another possible bug with losing experience in PvP death has been fixed. Keep us updated if this is still happening.
ADVICE SYSTEM UPDATE
The reply functionality should now work in the /advice system. If you are an Advisor, just hit "r" to reply to any advice asked of you.
You can now set chat colors for the /Advice channel, as well as choose which tab advice messages will appear in. Just right click on your chat interface to choose your color and tab.
OBJECT NOTES
- Cornwall, Snowdonia, and Lough Gur monsters now drop treasure.
- Mithril 2-handed weapons are now sold from the Camelot weapon vendor.
- Fixed a few non-carryable loot bugs.
- Virtually all Cloaks and Shields should now be dyeable/emblemizable.
- There are now 2 bounty quests, one in Snowdonia and one in Cornwall, please seek out the NPCs.
- All Hibernian base weapons had their delay and damage tuned.
- Hibernian spears are now 2 handed weapons.
- Albion thrusting weapons had their delay and damage tuned.
- There were a few tweaks to some Albion newbie mobs loot tables. Some of them should drop loot more often now.
Bows were reworked to give Rangers and Scouts one more bow option, which the hunter makes up for by having pets and spells. The new specs are as follows:
Hunter
composite bow 4.0 del 10.8 dmg range normal
great composite bow 4.7 del 12.7 dmg range normal
Ranger
short recurve bow 4.0 10.8 range normal
recurve bow 4.7 del 12.7 dmg range +5%
great recurve bow 5.4 del 14.6 dmg range normal
Scout
hunter bow 4.0 del 10.8 dmg range normal
bow 4.7 del 12.7 dmg range norma
longbow 5.4 del 14.6 dmg range +10%
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Dark Age of Camelot
Version 1.09 Release Notes
September 14, 2001
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SOME BRIEF NOTES
We are letting in about 500 people a day into beta. Our bandwidth has been
substantially upgraded, which allows many more people to download at once. So,
far, many of the people who have been invited have not created accounts, which
is disappointing, but we'll keep inviting until we have enough players online at
once to do full load testing.
We are, of course, completely devastated by the losses felt by so many people in
the last few days. Our hearts and thoughts go out to all those affected by these
terrible events. It's times like these that show how insignificant our own
problems (deadlines, game features, games in general) really are.
HELP SYSTEM
Please note that you can access a help window in game that will give you some
basic information. This help system will be expanded greatly over the next week
to become more full featured. To access help, make sure that "Display Help" in
your keyboard settings is set (default should be F1, but this may not work,
depending on when your account was created). In the future (although not
currently), you will be able to use the "/help" command to display the help
system.
BUG FIXES AND OTHER THINGS
- Blinking spell effect icons have been tamed. They should work as advertised
now.
- Shift-up arrow now works (no longer repeats '/').
- Players with low frame rates in cities should no longer fall through floors.
- Some trees in Myrkwood had bad textures on them. These have been fixed.
SIEGE WARFARE
Siege weapons are now in. They are intended to be used while trying to take over
an enemy's outpost or relic keep. Siege weapons are made by crafters who use the
new Siegecrafting skill (more information on that in the crafting section of
these release notes).
There are three different types of siege weapons: the ballista, the battering
ram, and the catapult.
Ballista: used to take out enemy siege weapons from a distance
Catapult: used to do area effect damage to enemy players, doors, siege
equipment, although it is less accurate
Battering Ram: used to take down gates, doors, or enemy siege equipment.
Extremely short range.
Once you have acquired a "siege weapon" (via the siegecraft skill, see below),
use "/control" to assume control of it. Anyone who has the siegecraft crafting
skill will be able to assume control of a siege engine. In the future,
additional classes will have this ability as well. Only one person can be in
control of a siege weapon at a time.
Once you have assumed control, a window will be displayed with siege engine
options on it:
Aim
To aim a ballista or battering ram, first select the target. In the case of a
battering ram, usually a door is selected. If it is a ballista, another siege
weapon is usually selected. In the case of a catapult, use the area targeting
key (F5 by default) to select the area that you want to damage. Then click the
"Aim" button. This locks the siege weapon on to the target.
Arm
Use this button to put the siege weapon in the "ready to fire" position. This
could take anywhere from 15-30 seconds, depending on the siege weapon.
Load
For Ballistas and Catapults, you must load appropriate ammo before firing. You
do this by first directly dropping ammo from your inventory onto the siege
weapon, then selecting the ammo you wish to fire out of the list of ammo in the
siege control window and clicking the "load" button. Battering Rams do not
require ammo.
Fire
Fires the siege weapon.
SIEGECRAFTING
An early version of Siegecraft is in this version. Rams, Ballistae, and
Catapults may be built using the Siegecraft skill, all are difficulty 1 recipes
for now, so anyone who has joined a Craft Order may make them.
To make a ram, approach close to a Door and have Cladding, 2 Swing Harnesses, a
Ram Beak, and 1250 pieces of Elm wood. Bring up your Siegecraft menu and select
the Small Ram.
To make a Ballista, have a Gimbal, 2 Torsion Cables, Spring Arms, and 1500
pieces of Elm wood.
To make a Catapult, you need a Bucket, Arm Cushion, Winding Crank,
Counterweight, Pivot, and 2400 pieces of Elm wood.
For now all ingredients and ammo may be purchased from a temporary Merchant NPC
in the Merchant Keeps near the edge of the Frontier, eventually all ingredients
will be crafted (by trades other than Siegecraft). Please note that several
people will be needed to carry the pieces, and they must all be transferred to
the player assembling the siege engine and then dropped by him within 10 feet of
the location he will be building the engine. At this time they will be under
normal decay timers, so you will need to move quickly, we will be finding a
better solution to the decay issue in the near future.
WORLD NOTES
- New Dungeon. Nisse's Lair: Low level (7-15) Midgard dungeon. The monsters
only drop coin treasure for now. The entrance can be found in the East Svealand
zone.
OBJECT NOTES
There are now 38 available dye colors, including all your favorites. In general
the colors are divided into shades with the deepest and most vibrant of the
colors being the most expensive. There are also some off shades of a few colors
that are in. There is now a decent selection for everyone of all levels. This
is just a basic guideline and in no way a hard fast rule. Given, you have enough
money you can buy any of these regardless of level. These initial prices are
subject to change, please give feed back if the dye costs are not inline with
the current price points. Please post all inputs and suggestions in the item
discussion area on the beta boards. Thanks!
Here are the price points,
1sp dyes of these colors should be purchasable by all.
5sp these should become affordable around level 10.
25sp these should become affordable around level 20.
1.25gp these should become affordable around level around level 30
6gp these should become affordable around level 40.
30gp these are the most vibrant colors in the game.
Here is a list of the color groups:
6 blue
3 turquoise
4 teal
6 red
5 purple
4 green
3 brown
3 gray
3 orange
3 yellow
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Dark Age of Camelot
Version 1.10 Release Notes
September 17, 2001
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NEW THINGS AND BUG FIXES
- All animated objects in zones (like the bandit fires) should now animate
correctly.
- Figures now support all six faces across two geometries. With the 8 hair
choices, this gives us about 100 choices per figure.
- Monsters should now hold two handed weapons and bows correctly when idle (out
of combat).
- Right click on top of screen no longer clears summary window.
- NPC Quest interaction text is now saved when you reclick on the same NPC.
It's also not so twitchy - you can move around a little and it won't disappear.
- Nighttime has been shortened. Now there should be much more daylight than
darkness.
- Purchasing and selling to merchants now correctly updates coins in shop
window.
- /ASSIST command has been implemented and should now work. If you /ASSIST
you should assume the target of the person you are assisting.
- Pet health bar should update correctly even when pet is healing.
- You can no longer jump while sitting.
- New key added for sitting. You must configure it in the keyboard
configuration.
- Last mouselook setting is saved between sessions and when zoning.
- Last torch setting is saved between sessions and when zoning.
- Gravestones have been added for all three realms. Each has a realm symbol on
it, so no longer will other realms see the gravestone with the Albion Grail.
- Names are now hidden from players in other realms. They should see you only
as your race and class like "Highlander Mercenary"
- Experience bar should no longer blank out after death.
- /HELP command now shows help system.
- A new tutorial system has now been implemented, and will be fleshed out over
the next few weeks. When you create a new character, dialog boxes will pop up
from time to time explaining how the game works, and gives advice on what to do,
how to set up your interface, fight monsters, and other essential information.
- Weapons now show whether they are one or two handed when right clicked on.
- Rainstorms now vary from nothing (just cloudy) to full intensity. Basically,
you'll get a cloudy storm 25% of the time, a full intensity storm 25% of the
time and something in between the other half of the time.
- You can no longer jump into the corner of an object (like a keep or a castle)
and "climb" the wall.
- Rain splashes are no longer affected by the torch (there was a bug where
splashes would become more opaque when the torch was on).
- Bolts and Arrows are now grayed out properly in stores when the player doesn't
have the ability to use the proper bow type.
- Midgard has been brightened a bit - there were many player complaints that it
was simply too dark. Let us know if this change addresses that complaint.
- The camera for shorter figures (i.e. Lurikeen, Kobolds) can no longer be
lowered into the ground.
- You can now properly cancel buffs by shift-right-clicking on the effect.
- Page by page scrolling in chat has been implemented (used to be hard coded to
5 lines per pageup/pagedown).
- Magic items now show proper condition/quality/durability.
- The BONUS field is now shown for all armor, weapons, items, etc in the summary
window.
- More resolutions are now supported - we've added 1280x1024 and 1600x1200 to
the options.
- Client now properly prints "side" for side attacking styles (used to be
left/right).
- Text when sitting now instructs the user that he can use /STAND or can move to
stand.
- Trainers now properly autopopup the SKILLS window (not the stats window).
- There was a bug where when you stood and casted quickly, you received the
message "You can't cast while sitting!" - this has been fixed.
- Craft window no longer says "Making: Nothing"
- Saves now automatically occur once per 15 minutes instead of once per 30
minutes.
- Spaces are no longer allowed in a player's last name.
- No more brown rectangle when entering the game.
- Loading dots are now displayed on the entry Camelot title screen as the
initial resources are loaded.
- You can now say the keyword "TASK" or "HELP" to get a task.
- If your inventory is full and you kill a monster that "gives" you a quest
object, that object will no longer disappear into thin air. It will appear on
the ground, and be set to be owned by you.
- You now get a dialog box prompting you if you want to be resurrected, if a
cleric/healer character attempts to resurrect you.
- We had problems with monsters that would never give up chasing you. This has
been fixed; monsters now have a maximum amount of time they will chase you
without either hitting you or being hit by you. Once this timer expires, they
will turn and go home.
- A warning is printed that you are encumbered when you try to move while
encumbered.
- A dialog has been added to the NPC constitution point healer. It will now tell
you how much constitution costs, and asks you if you want to purchase them.
- You are now prompted with a dialog box when you leave a guild.
- Pulsing spells no longer print messages. You still see their icon, though --
you won't get spammed any more with their text printing.
- There were some problems with trading items with other players while
simultaneously crafting. These have been fixed.
- /BIND command now prints your bindpoint (region/zone name) if you are not
within a bindable area .
- Pets now move at the same speed as a the rest of the group when a speed song
is in effect.
- You can no longer interact with an NPC when they are in combat.
WORLD NOTES
- Frontier Keep doors are now set up correctly for siege warfare: Gates now
change ownership when the keep is taken.
- Additional Siege Vendors added to the "Merchant Keeps" in the frontier zones.
- Additional level 4-8 monsters added to hills above Haggerfel in Midgard.
CRAFTING SYSTEM NOTES
- Albion armorcrafters can now make Studded Leather similar to the other two
realms.
- Now, through fletching, bows have been set up properly based on the information
from the patch on Friday. Ignore any previous patch messages regarding arrows.
- Lots of little bug fixes.
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Dark Age of Camelot
Version 1.11 Release Notes
September 18, 2001
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NEW THINGS AND BUG FIXES
- Snow has now been implemented in the "snowy zones". Please note that some zones snow pure snow, and some a rain/snow mix.
- Siege weapons now animate when they are used.
- Monsters should no longer disappear through floors in dungeons.
- /where command now indicates if the NPC you are looking for is "above" or "below" you if the NPC is in a tower or building.
- On failure in weaponcrafting, you should no longer lose both items. You're much more likely to lose just one -- although losing 2 may happen on a really unlucky roll.
- The /autosplit function now goes through an additional round of randomization, which should even out who gets selected to get loot. It will always be possible for one person to get loot many times in a row, but over time it will average out so that everyone in the party gets the same amount.
- There was a bug where monsters would not react if you missed on your first swing (or hit for 1 damage). This has now been fixed.
- If trained or otherwise drawn away from their "home" areas, monsters will return home before doing anything else. This means that scout-type monsters that are trained in dungeons will not "scout" out players to kill until they get back inside their spawn radius.
WORLD NOTES
- The Cursed Tomb (found in Gotar) is for levels 15-22, though the lower levels shouldn't venture deep into the dungeon alone. It is the final resting place of dishonored warriors and kings of Midgard who deserted in the midst of battle, betrayed their comrades, let greed and vice get in the way of honor, or died in less-than-heroic circumstances, and whom the Midgard gods wouldn't allow into Valhalla for their misdeeds.
- Aggro radii in Nisse's Lair tweaked slightly. A bit more caution may be required.
- Some additional 4-6 level non-aggressive animals added to the newbie area in Camp. Forest.
MAGIC SYSTEM NOTES
- Shout-type chants (Paladins and now Skald) have been fixed so that they can be canceled by using the ability a second time.
- Spells are being renamed this week, and for the first installment the Thane, Hunter and Skald lists are provided here. The spells.html file in your Camelot game directory won't be up to date until all the spells are renamed.
Stormcalling
1 Thor's Minor Bolt
3 Thor's Lesser Bolt
6 Thor's Bolt
9 Thor's Greater Bolt
13 Thor's Major Bolt
17 Thor's Minor Lightning
23 Thor's Lesser Lightning
29 Thor's Lightning
38 Thor's Greater Lightning
48 Thor's Full Lightning
4 Thunder's Bash
11 Thunder's Hammer
15 Thunder's Force
21 Thunder's Crush
27 Thunder's Strike
36 Thunder's Blow
46 Thunder's Rend
5 Thunder Shout
8 Greater Thunder Shout
10 Thunder Howl
12 Greater Thunder Howl
18 Thunder Bellow
25 Greater Thunder Bellow
34 Thunder Roar
44 Greater Thunder Roar
2 Thor's Vigor
7 Thor's Strength
14 Thor's Power
20 Thor's Might
30 Thor's Vitality
41 Thor's Fortification
50 Thor's Potence
16 Call Mjollnir
22 Invoke Mjollnir
35 Summon Mjollnir
45 Command Mjollnir
5 Toothgrinders' Hoof
8 Toothgnasher's Hoof
10 Toothgrinder's Bite
12 Toothgnasher's Bite
18 Toothgrinder's Horn
25 Toothgnasher's Horn
34 Toothgrinder's Ram
44 Toothgnasher's Ram
Beastcraft
1 Minor Call of Gleipnir
7 Lesser Call of Gleipnir
13 Call of Gleipnir
20 Greater Call of Gleipnir
32 Superior Call of Gleipnir
5 Nimbleness of the Lynx
12 Agility of the Lynx
21 Dexterity of the Lynx
30 Quickness of the Lynx
40 Alacrity of the Lynx
50 Heart of the Lynx
6 Speed of Prey
16 Speed of Quarry
25 Speed of the Chased
34 Speed of the Pursued
43 Speed of the Hunted
2 Lynx's Pelt
4 Snake's Scales
8 Wolf's Hide
11 Turtle's Shell
14 Bear's Mantle
18 Crab's Shell
23 Drake's Hide
31 Wyvern's Scales
42 Arachite's Chitin
3 Influence Insect
9 Compel Insect
15 Charm Insect
22 Control Insect
35 Dominate Insect
10 Wild Spirit
17 Feral Spirit
24 Furious Spirit
33 Raging Spirit
41 Frenzied Spirit
Battlesongs
5 Chant of the Brawl
9 Chant of the Fight
14 Chant of the Charge
19 Chant of the Battle
25 Chant of the Siege
35 Chant of the War
46 Chant of Blood
3 Simple Song of Travel
13 Song of Travel
23 Harmonic Song of Travel
33 Magnificent Song of Travel
43 Heavenly Song of Travel
1 Simple Song of Rest
10 Song of Rest
20 Harmonic Song of Rest
30 Magnificent Song of Rest
40 Glorious Song of Rest
50 Heavenly Song of Rest
2 Warcry
7 Warholler
18 Warshriek
34 Warbellow
4 Battle Woop
12 Battle Shout
26 Battle Scream
44 Battle Shout
6 Stunning Shout
15 Disabling Shout
21 Crippling Shout
32 Incapacitating Shout
42 Paralyzing Shout
11 Compel Surrender
17 Compel Submission
22 Compel Resignation
31 Compel Captulation
41 Compel Defeat
Thane changes:
- Thanes have been re-tuned again due to imbalances in PvP. Thor's Lightning has been converted to an interruptible spell, and is intended to be a pre-combat (i.e. pulling) attack. The Thunder Shout line has had its timer increased and damage reduced, but remains a shout. A new line of direct damage, Toothgrinder's Hoof, has been added with low damage and a shorter timer, and is intended to add some extra damage during combat. Please test these changes before complaining about them.
Skald changes:
- Skald songs are now on a short timer, but can be switched in combat.
- Skald shouts have had damages reduced and timers increased to remedy some imbalances in PvP.
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Dark Age of Camelot
Version 1.12 Release Notes
September 20, 2001
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This is a big new version with lots of goodies to test. For those naysayers who prophesied that we would never have Thief classes, we say, "neener neener". Infiltrators, Shadowblades, and Nightshades make their debut in this version. They will require lots of testing. Also, at long last, Theurgists have been revamped, almost totally. Please check their new features. Also, two new dungeons, more tweaks to the Thane, and the ability to make more powerful siege weapons.
NEW FEATURES AND BUG FIXES
- Added screen icons for Guard, Protect, and Intercept.
- You should no longer get stuck on doors, because now you will not collide with a door that is opening or closing
- For the color blind, you'll now see '-' and '+' after the monster name. If it is yellow to you, you'll see nothing. If its orange, red, or purple, you'll see +, ++, or +++. If its blue, green, gray, you'll see -, --, or ---.
- The blinking icon syndrome should be fixed. Please let us know if this fix takes care of the problems.
- Spell icons have been updated to reflect recent changes.
- The Albion scimitar has been changed slightly to make it look more saracen-esque.
THIEF CLASSES
Thief classes make their debut in this version of Camelot. Each Realm has one thief. Albion has the Infiltrator, Midgard has the Shadowblade, and Hibernia has the Nightshade. Please note that the thief is not an easy class to play. It requires lots of strategy, and almost every combat will require some sort of planning.
The purpose of the thief is to be able to hide, sneak up on enemies, and execute deadly Critical Strikes that do a lot of damage. They then use a combination of normal combat and combat styles to finish off the enemy. They can envenom their weapons to do more damage, and each has a ranged attack that they can use as well. All three get dual wield or left axe. All three are limited to leather armors.
Please note that climbing and disguise are not yet implemented.
Critical Strikes
Thief special attacks are learned by specializing in a thief-only skill called "Critical Strikes". Specializing in this skill will teach the player special combat styles, the most basic of which is Backstab. Critical Strike styles are all dependent on the player being hidden when they first initiate them; or are based on styles that require the player to be hidden. So to use a critical strike at all, the player must first be hidden.
Critical Strike Styles
The number is the amount of specialization you have to have in Critical Strikes to learn the style.
1 Backstab - Medium Fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit, medium penalty to defense, use while hidden
4 Eviscerate - Medium fatigue cost, use after backstab, high bonus damage, causes short duration attack speed reduction, small bonus to hit, small penalty to defense
6 Kidney Rupture - High fatigue cost, use after Eviscerate, Medium bonus damage, Causes short duration bleed, small bonus to hit, medium penalty to defense
8 Pincer - Medium fatigue cost, Use from beside enemy, medium bonus damage, high bonus to hit, high penalty to defense
10 Backstab II - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit, medium penalty to defense, use while hidden
12 Hamstring - Low fatigue cost, use after evading enemy, medium bonus damage, causes medium duration bleed, medium bonus to hit, medium bonus to defense
15 Thigh Cut - Medium fatigue cost, use after Backstab II, Medium bonus damage medium bonus to hit, small penalty to defense
18 Garrote - High fatigue cost, use any time, medium bonus damage, causes medium duration movement reduction, medium bonus to hit, medium penalty to defense
21 Perforate Artery - Medium fatigue cost, use from in front of enemy, medium bonus damage, causes long duration bleed, high bonus to hit, medium penalty to defense, use
while hidden
25 Achilles Heel - Medium fatigue cost, use after Garotte, Medium bonus damage, causes long duration attack speed reduction, medium bonus to hit
29 Leaper - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration bleed, high bonus to hit, small bonus to defense
Ranged Attacks
All three thieves get basic ranged attacks to supplement their Critical Strikes and other combat styles. The Infiltrator can use crossbows, the Shadowblade can use throwing knives, and the Nightshade learns level-based direct damage spells.
Poisons
All thieves learn the Envenom skill at level 5. This allows them to apply poisons to their weapons before going into battle. Poison vendors have been set up around the world -- use them. They sell poisons that have different effects on your enemy -- some debuff, some apply a damage over time, etc. It is expected that a thief will always attack with an envenomed weapon, so make sure you stock up on poison before you head out hunting.
Please note that poisons are level-based, so you will not be able to apply some poisons until you put more spec points into Envenom. You will be able to gauge the relative power of a poison by its name in the store list. Please note that low-level weapons will not be able to be envenomed by high-level poisons. You must use a level-appropriate poison on your weapon.
Please note that only your melee weapons can be poisoned.
Distractions
In order to be able to hide better, thieves learn how to use "Distractions". They learn this ability by training in the Stealth specialization. You can greatly increase your hiding chances if you approach a monster from behind - and distractions give you the opportunity to do this. To distract a monster, first hide by using your stealth skill. Move towards the monster. Target an area where you want the monster to turn by using the "target area" function (F5 by default). Then click on the distract icon. If successful, the monster will turn and face that area. Please note that the monster has a chance of turning around and immediately attacking you if you fail the distract roll. The higher you specialization in Stealth, the better your distracting will be. Please note that you won't get Distraction until you have about five spec points in Stealth.
Combat Strategy
The soloing thief should first poison his weapon, then go into stealth mode. Using distract as needed, he should sneak behind his target, then execute backstab, and the styles that chain off of backstab. Afterwards he can use a mix of regular tactics and dual wield combat styles as needed until the monster is dead.
WORLD NOTES
Two new dungeons:
1) Spindlehalla - Midgard dungeon - Myrkwood (full groups 30 - 40)
Background: The arachites, sometimes referred to by the Norse as "spidermen," are a dark forest and underground dwelling race of spider- or scorpion-like creatures. There are many species of arachites, including the common arachite, icestriders, ekyps, deeplurks, and djupt. The common arachites are the most structured and civilized of the different species and are generally the ones found near the surface world. Because they dwell underground, they often compete for territory with the svartalfar and the dverge and will often hunt and/or enslave individuals from either of the two groups. All Arachites lack the ability to spin their own webs, so they harvest the silk produced by spiders, which they also tend like prized sheep. With the silk produced by the spiders, particularly young spiders and "husks" (silkworms that are found near spiders), the arachite priests have devised a way that allows the arachites to produce a weblike substance that they can use.
2) Spraggon Den - Hibernian dungeon - Silvermine Mts. (small groups 15 -22)
Adventurers seeking to rid the Silvermine Mts. of its excessive Spraggon population should seek out the Spraggon Den, a messy dungeon dug out of the earth and the remains of old silver mines that many spraggon call home. It is inhabited primarily by the spraggon, along with a few other creatures that make their home in the earth.
- Upped the monsters in the Burial Mound (Midgard) by four to five levels each and modified the spawners so they'd work similar to the other dungeons. Players may have to fight their way back out, but it'll be consistent with the others. We apologize for the inconvenience.
poison shops added:
Hibernia:
-Deante and Mailor in Tir na Nog in warehouse by palace
-Dorran at the tents in shannon estuary on way to lough gur... high level poisons
-Kinney in Connla, lower level poisons
-Kalla in Howth -- lower levels
-Riber at Druim Ligen , higher levels
-Lexie in Ardee lower levels
-Borlai in Tir na mBeo higher levels
-Sarena in Innis Carthaig higher levels
-Lirla in Alainn Binn higher levels
Midgard:
-Sissel and Svewn, Svasud Faste. Low and High level Poison
-Jolpgier and Osk,Audliten, two story norse house. Low and High level Poison
-Bersi and Helja, Fort Atla, inside the tavern, Low and High Level Poison
-Ander and Oilibhear, Jordheim, nearest the Vasudheim enterance. Low and High level Poison
Albion:
Camelot, 2nd floor of Fletching shop
Kedoenad - low level poison
Velmis - high level poison
Cotswold, Inside Inn, back room
Velmis - low level poison
Humberton, Second level of Humberton Keep, north corner
Nydomath - low level poison
Camp Forest, Camp Station merchant area
Linidd - low level poison
Avalon Marsh, Avalon Marsh Station
Wiceit - low level poison
Avalon Marsh, Second level of Caer Witrin, north corner (high level poison)
Etie - high level poison
Black Mountains North, Second level of Swanton Keep, northwest corner
Glaeric -high level poison
Castle Sauvage, Courtyard
Onyg - low level poison
Melannon - high level poison
TRADE SKILL NOTES
- Arrows have been implemented for creation via the tradeskills. The different types will show up under the Fletching skill specifically.
- Tradesmen can now make the pieces of siege weapons that they are responsible for. The starting skill that a tradesman needs to make the raw components is 500. So a 500 in tailoring, armorcrafting, weaponcrafting, or fletching. The merchant the sells said pieces will be removed sometime within the next week.
- Siege Engines: It now takes much less wood overall to make the individual siege engines - hence less people - hence less time to lug it all into one spot.
- Siege Engines Electric Boogaloo: You can tentatively make the level 2 and level 3 versions of the various siege engines, as well. These haven't been fully tweaked and balanced yet, so they may be over, or under, powered. The level 2 and level 3 versions will cost more to make, but they give you greater damage and a much longer firing range.
Rams:
Level 1 - Small Ram
Level 2 - Ram
Level 3 - Siege Ram
Ballistae:
Level 1 - Scorpion
Level 2 - Ballista
Level 3 - Palintone
Catapults:
Level 1 - Onager
Level 2 - Catapult
Level 3 - Trebuchet
MAGIC SYSTEM NOTES
Thane changes:
* Power costs on Thane spells have been reduced.
The... urg.... ist... changes!
* This class has been totally revamped. The Theurgist now uses a new pet dynamic that hasn't been introduced before. Theurgist pet spells are now a form of directed damage, which require a target to be selected, a range check, facing, etc. The elemental that is summoned cannot be controlled, and heads to the target selected at casting and attacks. Since the player doesn't have his "controlled" slot taken up by the summoned creature, this means he can summon more elementals as long as he has power.
This is balanced by the fact that the new elementals only survive for approximately 20 seconds, or until they are killed. While the elementals have the flag set for reduced experience penalty, summoning multiple elementals adds all the damage done by them and counts it as if 1 giant elemental did all the damage. So while it may be possible to take high level targets down, it still generally takes a lot of power and the elementals absorb a proportional amount of the experience.
Theurgists still have 3 elemental elementals in their spec lines, ice, air and earth. They each have different dynamics. The air elemental is medium offense, low hit points, and has an evasion chance. The air elemental also has a chance of stunning its target when it attacks. It can be cast from the longest range, runs faster and should be effective at harrying opponents (in PvP and PvE). It doesn't do too much damage, however, so isn't a great taunter.
The earth elemental is the simplest of the 3 elementals, a melee ground pounder with a self strength buff and bonus hit points and damage. Good for dealing initial damage and holding the target engaged. The speed reduction has been removed, so these guys will happily bound after anyone they can are cast at.
The ice elemental is actually more fragile than the air elemental, with greatly reduced hit points and offense. However, the ice elemental has a ranged cold direct damage spell that it will cast as long as the target is at range. Once the opponent gets into melee range, it will do its best to melee the target, but realistically its job is done at that point.
Since all elementals are very short in duration, all pet support spells have been removed from the Theurgist's spell lines. They have been replaced by variations and reshufflings of old spell lines, and fleshed out a bit. The new specialization and Path of Air lists are listed below under "General Magic changes".
Keep in mind that this style of gameplay is brand new. One known bug is that after summoning an elemental, it sometimes doesn't update its position on the client properly, and so it seems to stand there. On its first attack, it appears next to the target. This is just a display bug we'll address in the near future. There also may be some game dynamics we haven't foreseen with this new style of pet, and we'll be looking for player input to tune things to maintain balance.
General Magic changes:
* With the Theurgist revision, all the new Wizard and Theurgist spells have been renamed (and in the case of Theurgist, changed entirely). Here are the new lists:
0 Path of Earth Elementalist Base List
1 Amethyst Shield Self AF Buff
3 Amethyst Shield (Enhanced)
5 Ruby Shield
9 Ruby Shield (Enhanced)
13 Cobalt Shield
18 Cobalt Shield (Enhanced)
25 Emerald Shield
30 Emerald Shield (Enhanced)
40 Diamond Shield
51 Diamond Shield (Enhanced)
4 Minor Earthen Power Damage add
8 Earthen Power
11 Greater Earthen Power
15 Minor Earthen Burst
20 Earthen Burst
26 Great Earthen Burst
34 Earthen Fury
44 Greater Earthen Fury
0 Calefaction Wizard Earth Spec List
1 Minor Shield of Magma Dmg Shield
5 Shield of Magma
9 Greater Shield of Magma
14 Minor Shell of Magma
22 Shell of Magma
33 Greater Shell of Magma
44 Exalted Magma Shield
2 Bolt of Lava Bolt
4 Bolt of Lava (Enhanced)
7 Lava Strike
12 Lava Strike (Enhanced)
17 Lava Force
24 Lava Force (Enhanced)
31 Lava Strike
38 Lava Strike (Enhanced)
46 Lava's Fury
0 Abrasion Theurgist Earth Spec List
1 Call Minor Earth Elemental Summon Earth Elem.
7 Call Lesser Earth Elemental
12 Call Earth Elemental
20 Call Potent Earth Elemental
32 Call Mighty Earth Elemental
2 Skin of Dust Absorb single hit, self
10 Skin of Sand Absorb single hit, realm
18 Skin of Earth Absorb single hit, group
26 Skin of Rock Absorb single hit, group, pulsing
35 Skin of Stone Absorb single hit, group, pulsing
45 Skin of Diamond Absorb single hit, group, pulsing
3 Minor Friction Attack speed debuff
8 Lesser Friction
14 Friction
21 Major Friction
28 Greater Friction
37 Superior Friction
47 Paralyzing Friction
0 Path of Ice Elementalist Base List
1 Ice Cloud (Minor) Direct damage
2 Ice Cloud
3 Ice Cloud (Greater)
6 Ice Cloud (Potent)
9 Glittering Ice Cloud (Lesser)
13 Glittering Ice Cloud
17 Glittering Ice Cloud (Major)
24 Ice Blast (Minor)
33 Ice Blast
41 Ice Blast (Potent)
50 Ice Blast (Major)
5 Cold's Bitter Grip (Lesser) Root
10 Cold's Bitter Grip
16 Cold's Bitter Grip (Greater)
22 Fingers Of Ice (Lesser)
30 Fingers Of Ice
39 Fingers Of Ice (Greater)
49 Anchor Of Ice
0 Liquifaction Wizard Ice Spec LIst
7 Burst of Steam (Minor) Point blank area effect damage
11 Burst of Steam
15 Steaming Blast (Minor)
20 Steaming Blast
26 Steaming Blast (Major)
32 Steaming Wind (Minor)
39 Steaming Wind
48 Steaming Wind (Major)
5 Ensnaring Haze (Minor) Direct damage, reduces target's speed
9 Ensnaring Haze (Lesser)
13 Ensnaring Haze
17 Ensnaring Haze (Greater)
24 Entangling Haze (Minor)
33 Entangling Haze
41 Entangling Haze (Greater)
50 Entangling Haze (Potent)
6 Searing Wind (Minor)
12 Searing Wind
16 Searing Gust (Minor)
21 Searing Gust
27 Searing Wave (Minor)
37 Searing Wave
47 Searing Blast
0 Refrigeration Theurgist Ice Spec List
2 Frost Blast Direct damage, reduces target's speed
5 Chilling Blast
9 Frigid Blast
13 Snow Blast
17 Ice Blast
24 Winter Blast
33 Auroral Blast
41 Hibernal Blast
50 Arctic Blast
1 Summon Minor Ice Spirit Summon Ice Pet
7 Summon Lesser Ice Spirit
13 Summon Ice Spirit
18 Summon Aged Ice Spirit
25 Summon Elder Ice Spirit
4 Field of Frost Area effect root
10 Field of Slush
16 Field of Snow
20 Field of Ice
30 Floe of Snow
39 Floe of Ice
49 Expanse of Ice
0 Path of Fire Wizard List
3 Summon Fire Direct Damage
5 Fire Wind
7 Circle Of Flames
10 Fiery Orbs
13 Fire Storm (Minor)
17 Fire Storrm
23 Fire Storm (Major)
30 Fiery Maelstrom (Minor)
37 Fiery Maelstrom
47 Fiery Maelstrom (Major)
2 Fire Bolt Bolt
4 Fiery Bolt
6 Fireball
9 Reign of Fire (Minor)
14 Reign of Fire
18 Reign of Fire (Major)
22 Flaming Rocks (Minor)
28 Flaming Rock
36 Flaming Rocks (Greater)
46 Flaming Rocks (Major)
0 Pyromancy Wizard Fire Spec List
1 Minor Combustion Direct Damage
3 Lesser Combustion
6 Combustion
10 Greater Combustion
13 Major Combustion
17 Minor Conflagration
23 Lesser Conflagration
30 Conflagration
37 Greater Conflagration
47 Major Conflagration
2 Explosive Blast (Minor) Area Effect Direct Dmg
5 Explosive Blast
7 Explosive Burst (Minor)
12 Explosive Burst
18 Concussive Blast (Minor)
24 Concussive Blast
32 Ebullient Blast (Minor)
44 Ebullient Blast
0 Path of Air Theurgist List
6 Bolstering Gust (Minor) Attack speed buff
9 Bolstering Gust
14 Bolstering Gust (Major)
21 Bolstering Storm (Minor)
28 Bolstering Storm
38 Bolstering Storm (Major)
49 Bolstering Storm (Greater)
6 Brisk Wind (Minor) Group running speed increase
16 Brisk Wind
26 Lissome Wind (Minor)
36 Lissome Wind
46 Lissome Wind (Major)
0 Vapormancy Theurgist Spec List
1 Call Lesser Air Sprite Summon Air Pet
7 Call Minor Air Sprite
12 Call Air Sprite
20 Call Potent Air Sprite
32 Call Mighty Air Sprite
4 Confusing Gust (Minor) AE short mes
13 Confusing Gust
21 Confusing Gust (Major)
30 Confusing Wind (Minor)
39 Confusing Wind
49 Confusing Storm
2 Blasting Breeze Direct Damage
5 Blasting Gust
8 Blasting Winds
11 Blasting Gale
16 Blasting Squall
22 Blasting Storm
28 Blasting Cyclone
35 Blasting Tempest
======================================
Dark Age of Camelot
Version 1.13 Release Notes
September 22, 2001
======================================
NEW THINGS AND BUG FIXES
- Some issues that were caused by zoning into cities from the home zones of each Realm. These have been fixed, although keep us appraised of any additional problems.
- You should no longer "drop" characters when you type into the chat buffer.
- Running animations were playing too slowly for id-sized and larger races and have been sped up a bit.
A FEW NOTES ON DUAL WIELD
There are many postings on the beta boards and elsewhere that dual wield appears to be "bugged". We think this is a problem where we haven't educated you (the players) on how the system is supposed to work. Please note that this discussion is not about Left Axe (Midgard). It is only for Albion (Dual Wield) and Hibernia (Celtic Dual).
Basically, the dual wield system was designed for the dual-wielder to have two fast weapons, one in each hand. Testing with this scenario shows this to be true. If you use a slow weapon in your right hand and a faster weapon in your left, you will not be nearly as effective as a player using one weapon and a shield. If you use two fast weapons, though, you will do much more damage and be more effective. So, it does not behoove you to put all your money into one big weapon -- spread your cash out a little more by buying two level-appropriate ones instead.
Please test this out and let us know what you find.
WORLD NOTES
- A new dungeon, Tepok's mine -Albion - (small groups of 20 - 30 lvl players) Black Mts. South, has been added. The story:
The savage goblins of the Black Mts. captured this mine from the surrounding townsfolk, and now make a home there. Toughened by the rigors of underground life, these goblins and their allies aggressively defend their territory from invaders.
- boundary problems in Lough Derg repaired.
- The Hibernian death trap known as the Spraggon Den has been tweaked to allow the target-level players a decent survival rate. Grave-spotting should no longer be a valid sport.
======================================
Dark Age of Camelot
Version 1.14 Release Notes
September 25, 2001
======================================
ANNOUNCEMENT
Citizens of Hibernia and Midgard, prepare for battle!
This Saturday (Sept. 29th.) at 9PM EST, the Customer Service team will gather players from Midgard and Hibernia for an attack on an Albion border gate (Forest Sauvage Main Gate Entry Point). In order to attend, you will need to port into the Albion Frontier zone between 8:30pm and 9pm EST. You will then be summoned to an area just outside the border gate. Once everyone has been brought to the area, a server wide message will be sent out with orders to charge the gate!
The idea behind all this is to test the strength of the border gate. We ask that people attending abide by the following:
1) Attendees will refrain from attacking each other during the event.
2) Albion players are asked to stay on the "Albion Proper" side of the border gate, and should not attack raiding forces.
3) Should anyone make it through the gates and away from the guards, they
will become fair game to the Albion forces.
Players who do not abide by the above mentioned rules will be summoned away from the area, and will not be allowed to participate.
We encourage all our high level Midgard and Hibernia testers to come on out and turn this into a grand, large-scale assault. Based on the turnout and cooperation from players, we may attempt similar assaults on other Realm border gates.
Thank you, and hope to see you this Saturday!
CODE CHANGES AND BUG FIXES
- /follow is now in. You can auto-follow players and NPCs/monsters. Do this by selecting the NPC/monster/player you want to follow and typing "/follow". You will follow your target, matching speed, until you break off by moving in another direction.
- You can now /send and who /who across regions in a Realm. So, now you can see other same-realm players and communicate with them no matter where they are in your Realm (i.e. in a dungeon or in a city). Please note that this includes guild chat and guild "whos" as well. We will be adding group support and other cross-region commands in the next few days.
- Footstep sounds have been re-done. They are not yet considered final, but are much better than the old set.
- Norse "snow" zones now will have more appropriate "cold" sounding ambient sounds (i.e more wind and less crickets).
TRADE SKILL SYSTEM NOTES
- Minor bug fixes to Tailoring (all realms), Fletching (all), Armorcraft (Midgard) and Metalworking (Midgard).
- Hibernian Arrows should now use the proper kind of metal bars.
- Rams should now do their full damage to doors. Please try to test this again, they should make knocking down keep doors substantially easier.
WORLD NOTES
-Tepok's Mine Tweaks: Reactivated the monsters in the lower levels that were aggroing through the floor and cleaning out the lower level players at the entrance. They
have a reduced aggression radius and should no longer be as much of an issue - please test. Also Tuned some monster encounters to provide more "safe areas" to set up in. Hint: It's not the corridors.
3 New Dungeons in need of testing:
- Coruscating Mines - Hibernia Dungeon located in the Valley of Bri Leith
Level Range: 30 - 40 in full sized groups
Background: In the realms of the Sidhe and faeries, there are two major factions that continuously play against each other. These are the Seelie and the Unseelie Courts. The members of the Seelie Court are generally benign in nature and do not actively seek to harm humans living in their territory. In some cases, they may even befriend humans such as with the Elves and Lurikeen. The Unseelie Court, however, is made up of all the dark and evil faeries, which include goblins, pookas, siabra, and other creatures of magic that may seek to cause harm to humankind. Because common metals, particularly iron, is dangerous to all magical creatures, both the Seelie and Unseelie Courts forge their weapons, armor and artifacts out of magical metals and gems. One of the most precious metals to both groups is true silver, sometimes called Mithril by others. True silver is a light, strong, magical silver that has been coveted by the Sidhe for centuries. One of the ancient kings of Hibernia, Nuada of the Silver Hand, had a
hand forged of true silver after his had been severed by an opposing Fomorian king. The silver hand functioned as any normal hand and allowed him to renew his kingship (since no one of his kind was allowed to rule so long as they had a blemish on their body). The Coruscating Mines, located in the heart of the Silvermine Mountains, is completely controlled by the Unseelie Court. Bounty hunters and other members of this evil faction often raid human and firbolg towns and villages to supply a steady workforce. The humans and firbolgs they capture are forced to labor in the mines against their will; some of them are bound by geas, some by magical collars, and others by mind manipulation. Because there is a mild line of respect and code of behavior between the two factions, the Unseelie do not capture members of the Seelie Court. There are rumors that deep within the mines the Silver Hand of Nuada is protected by powerful guardians loyal to the Unseelie, which causes no little amount of unrest among those of t
he Seelie Court.
-Keltoi Fogou -Albion Dungeon - Campacorentin Forest
Level Range: 17-22 in 3-4 person groups
Background: The Keltoi are a very spiritual people and often gather in secluded places to live, worship, or practice their spiritualistic arts. These people use the fogou as their spiritual center for ceremony, initiation and teaching. Birth and death rituals are conducted in it as it is seen as a transition zone between this world and the next. Some scholars theorize that it may also be used for initiations involving entombment where the initiates are sealed in for a time to face the underworld in order to over-come fear and so emerge 'reborn'. It is never used for burial. The whole site is considered a sacred space and its design is perhaps not so much to keep invaders out as to keep certain forces in. Those who have journeyed there and have returned claim that it has the feel of a world apart.
-Catacombs of Carvoda - Albion Dungeon - Cornwall
Level Range: 26-30 in 3-4 person groups
Background: For many years, an unnamed crypt stood alone within a circle of standing stones in the middle of the Cornwall countryside. No one knew who was buried there or how long it had been there. Not much thought was given to this place until recently when a young shepherd chasing his flock found and entrance to something much larger than just the small crypt that it appeared to be on the surface. When the shepherd did not return, the locals searched for him. They found his staff near the entrance of the crypt and his flock wandering about but saw no sign of the boy. They descended into the crypt opening and found themselves within an ancient hallway of smooth stone and tiles and pillars that were clearly Roman in design. According to their known history, the Romans had not reached this far into Cornwall so this catacomb was a complete mystery to them. Further expeditions into the catacombs revealed that this legion was in company of an emperor, an emperor that no one could name. There was no record of a
n emperor dying or being buried in Cornwall. One expedition returned with only half their number. The leader of the team claimed that something awoke, something not living and very angry. He said that before he knew it, half of his team was dead and the rest fleeing in terror. Since then, the locals refuse to return to the area, claiming that it is haunted by ancient ghosts.
Quest Changes and Notes:
- All 15th, 20th, 25th, and 30th level Midgard epics have been taken offline
temporarily for a major overhall.
- Numerous other bug fixes across the realms
======================================
Dark Age of Camelot
Version 1.15 Release Notes
September 25, 2001
======================================
This is a major update, with lots of spell system updates, enhancements, and changes. Read the "spell system notes" section closely.
NEW THINGS AND BUG FIXES
- Skalds now have Charisma/Strength/Constitution as their primary/secondary/tertiary stats.
- Rangers now have a spell line to specialize in. See the Spell System Notes for full information.
- The exp curve has been slightly modified to make level 4 easier. Level 5 and 6 are a hairsbreadth harder to compensate.
- Personal sends now appear by default in all chat tabs. If you wish to change this, you can by configuring the chat interface.
- You can no longer follow yourself or your pets using the /follow command.
- You can no longer change your last name (once you have one), and you now must be 10th level before you can get a last name.
- You can disband a group member, even when he's far away. If he's out of range and cannot be selected, you must use "/disband "
- Resurrection spells that are designed to do so now correctly teleport dead players to the caster's feet.
- "/assist " now works - previously it only worked on the selected player.
- /bandage command has been removed. It was never fully implemented.
- Pets should now move around correctly in dungeons.
- Your character's race now shows on the character sheet window.
- Fixed spurious messages on zoning (you get experience, the dies, etc.)
- Rings and bracers will now correctly drop onto empty slots.
- You can now access the Spells Document at http://www.darkageofcamelot.com/docs/spells.html.
SPELL SYSTEM NOTES
- Disease durations were tuned down, the effect was made the same at all levels, and at higher levels disease spells are area-of-effect.
- All spells are now using their new names; check www.darkageofcamelot.com/docs/spells.html for the new lists.
Ranger changes:
- Rangers have had a new skill added, Pathfinding, which is the Ranger magic specialization track. See the latest spell list to see what spells are awarded and at what levels.
Cleric/Friar changes:
- Adjusted levels of Major Restoration line. The second resurrection spells should no longer be overwriting the L15 major heal.
Eldritch changes:
- Increased range on Shadowburst line.
- Increased radius of Null Storm line.
- Added Strength Dispersal line (Str/Con debuff).
- Paralyzing Wind line is now a mesmerize, with longer duration.
- Negate Sight line now debuffs Dex/Qui instead of just Dex.
Magician changes:
- Increased damage of Aura of Turning line.
Shaman changes:
- Added Fungal Rejuvenation line (Heal over time).
Naturalist changes:
- Slightly shortened healing cast times.
Healer changes:
- Added insta-stun and insta-mesmerize to high level Pacification spec.
- Increased range of several lines in Pacification line.
Spiritmaster changes:
- Added Gift of the Fallen line (self dmg shield).
- Added Spirit Flow line (transfer health to friends).
- Slightly lowered damage of life drain spells.
- Changed Gloomwave line to be point-blank-area-effect mesmerize instead of damage.
Runemaster changes:
- Fixed Blackbolt to debuff resistance instead of buffing it (whoops).
- Added Token of Movement line (backup group movement increase).
- Fleshed out Runic Ward line (Bladeturns - self, realm, group, group pulsing, etc.)
Warden changes:
- Shifted Attack Unending to the Regrowth spec track.
- Added Nature's Ward line to Nurture spec (Bladeturns - self, realm, group, group pulsing, etc.).
- Added Guardian's Encouragement line to Nurture spec.
Sorcerer changes:
- Added Amplify Movement line to Mind Twisting spec.
Cabalist changes:
- Added Puncture Spirit line (Area Effect DOT).
- Added Cursed Vigor line to Essence Manipulation (disease).
- Slightly reduced damage on spec lifedrains.
Minstrel changes:
- (Re)Added Cant of Confusion line.
WORLD NOTES
Two new Dungeons:
- Treibh Caillte -- Hibernian Dungeon:
For levels 27-36 (in groups), in Lough Gur.
Treibh Caillte is inhabited by a small tribe of creatures locally known as ursine dwellers. The clan lives inside their naturally formed cavern. The reclusive clan is hostile to outsiders. No one knows where they came from, only that they recently arrived and inhabited a cavern in Lough Gur they claimed as their own. None of the ursine dwellers have been seen outside Treibh Caillte, and since most locals stay away, not much is known about them.
- Muire Tomb -- Hibernian Dungeon:
For levels 8 - 15 (in groups) in Connacht
Concaire Muire and his family were rich landowners prone to greed and haughtiness. Bitter and rankled from years of cruel treatment, Muire serfs cast an evil eye upon the family. A dementia slowly started to afflict Concaire Muire until one night, he murdered his entire household and then himself. The family's tomb has since been a place of unrest.
Dungeon Tweaks:
-Nisse's Lair:
Lowered the agro radii of all the mobs and tweaked the spawn times across the board hoping to create more "safe spots."
Other Fixes:
- Rumor Mills (barkeepers) in Midgard should now give out quest information. Travel directions are coming soon.
- Gatekeepers should no longer be affected by various AOE spells. Please test this.
TRADE SKILL SYSTEM NOTES
- Several minor skill bugs fixed in Hibernian Armorcraft.
- Planing Tools were not being required as they should have been for many recipes involving wood, this should be fixed now.
- A bug that was causing many Tailoring recipes to display improperly and some siege piece recipes not to display at all should now be fixed.
- Siege pieces and the 0 copper arrows should no longer come up for consignments.
======================================
Dark Age of Camelot
Version 1.16 Release Notes
September 26, 2001
======================================
NEW THINGS AND BUG FIXES
- When you buy an item that you cannot equip, you will now get a dialog asking you if you really want to buy it.
- Region music has been fleshed out a little more -- you now get region music in more places, and more tracks play.
- There are two buttons on the keyboard config screen - one for "RPG defaults" and one for "FPS defaults". FPS defaults are the original set for the game. RPG defaults are from other popular online RPGs.
- You should no longer "walk in place" on death (for a few moments) any more.
- You should now see spell animations and effects all the time. There was a bug where they weren't displaying at all under heavy network load.
- You will now climb ramps and steps much more smoothly, without needing to jump.
- Rangers now receive the correct skills and spells alluded to in yesterday's patch notes.
- Thief poison can now be purchased in stacks of 10, and can be stackable to 20.
- You can move faster while hidden now, which is dependant on your stealth specialization.
- Backstab and Backstab II Critical Strike combat styles will now stun.
- Critical Strike combat styles have had their damage raised across the board.
- You can no longer do critical shots on every shot by using the "auto release" feature. This was a bug. This is not a nerf. Please repeat - it was a bug.
- When taking over a keep, the keep's front door should now come back closed (it had been rebuilding itself in an open state, which was very silly).
- We are slowly raising the levels of all Realm Guards approaching the levels that we want them to be for release. Realm Guards were reduced in level for testing purposes, but will be slowly getting tougher as we approach the release date.
- Realm Guards will now agress on you regardless of level.
- We know about the many exploits that some of you are using in Realm Combat, and will be addressing them in the next few days.
TRADE SYSTEM NOTES
- Need to note that the merchant cost of Siege Engine pieces was raised 50% (they were exactly the same as the cost to craft them, which made it so there was no reason to do so).
WORLD NOTES
- One New Dungeon:
Name: Varulvhamn
Realm: Midgard - Skona
Level: 31-36 in 3-4 person groups
Background: Varulvhamn is an underground lair wear some werewolves take up resident. Most of the werewolves that live here tend to be less militant than those in Skona, though not necessarily less aggressive towards humankind. Two types of werewolves live here, the "common" werewolves and the wolfaur. Wolfaurs and werewolves differ slightly. Wolfaurs tends to be older-generation werewolves and as such, are almost "natural" in their forms. Because of this, they are further removed from their ancestral savagery than normal, "younger-generation" werewolves. The majority of their society (with the exception of those who are in positions that require aggression, such as wolfaur headsmen) tends to be less aggressive than their werewolf counterparts. Much to the annoyance of the werewolves, the wolfaurs tend to be more philosophical, open-minded, and even willing to accept their human Nordic neighbors.While the wolfaur are not openly aggressive toward humans and their companions, they will defend their kindred if needed. Local werewolf nobles also tend to gather in Varulvhamn to discuss matters of politics.
-Spawn rates in Nisse's Lair tweaked.
-Two Barkeeps added to Jordheim. All other associated barkeeps throughout the land are NOW functional.
-Levels of the guards in the frontier keeps have been modified upwards.
-All crabs in game are now set to type INSECT, and thus charmable.
-All frogs in the game are now set to type ANIMAL, and thus charmable.
SPELL SYSTEM NOTES
Cleric changes:
- Heavenly Visions is now a PB AE Mesmerize on a timer.
- Increased recast timer on Drive Evil line.
- Increased cast time (slightly) on Stunning Flash line.
Sorcerer/Cabalist changes:
- Moved a generic snare line into the Body Destruction list. The spec list roots now come at higher level, and are area effect.
Mentalist changes:
- Mentalist's were bugged in their mana spec list... this list has been reverted back to its original form (which is to say, no one uses it) for the time being until a better revision can be implemented.
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Dark Age of Camelot
Version 1.17 Release Notes
September 27, 2001
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GENERAL NOTES
- We know that there are lots of problems with groups and /who and /send commands in some dungeons. We'll work on getting a fix for that to you guys soon. This bug was introduced when we put in the ability to do who and send commands "cross region".
NEW THINGS AND BUG FIXES
- Thief classes can now use Critical Strikes (there's no more "you can't use this skill with this weapon" messages"). We fixed this earlier today, so this fix has been online since this morning.
- Help system has been buffed out a little more. It will continuously undergo updates between now and release (and beyond).
- Monsters that have swim animations now swim in water. Please note that not all monster models have swim animations. We will be taking steps to add these animations over time.
SPELL ART CHANGES
- Void explosions much improved.
- Created separate Void handglow. Eldritches who cast Void now get a better effect.
- Mana handglow tweaked. It is now more attractive.
- Spiritmaster handglow improved. Much bigger and better than the old one.
- Vine-wrap effect is new and is made for the Druid tangle/root spells, but may be used in other places as well.
- New much improved Dark explosions.
WORLD NOTES
- barkeeps in Midgard towns now give out travel directions.
- tweaked Muire's tomb spawn times.
- Additional tuning of the border keeps to prevent sneak-enabled classes from getting through.
- Midgard Zone: Raumarik is now the home to foul beasts. Unlike most areas, however, Raumarik is not an area to go if you are looking for quick experience or easy camps. It is an extremely high level zone with only a handful of monsters that do not respawn quickly. Additionally, some of the monsters in the area may require more than one group to take down. We'll be adding high level stuff to this zone as we go.
- A cap on experience lost above level 30 has been implemented.
MAGIC SYSTEM CHANGES
General magic changes:
- All bladeturn lines (Skin of Sand, Nature's Ward, Runic Ward) have had their casting timers increased. Since these spells potentially have the ability to negate large quantities of damage, they will continue to be tuned to deal with any imbalances that creep up.
Theurgist changes:
- Extended range and reduced cast time on elemental summoning spells.
Shaman changes:
- Fixed bug with Fungal Rejuvenation overwriting Frigg's line.
Mentalist changes:
- Fixed DoT damage for Mind Fade line.
Cleric changes:
Alright, those last changes didn't go over well. I'm going to implement some changes that were suggested by players, and try that. They weren't my first choice, but they may solve the problem.
- Removed Holy Wrath line.
- Decreased timer on Drive Evil line to 20 seconds, and increased the damage on targets further away.
- Reverted Stunning Flash to its old casting time (2.5 seconds)
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Dark Age of Camelot
Version 1.18 Release Notes
September 28, 2001
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NEW THINGS AND BUG FIXES
- When Jewelry's condition goes down to zero, it will no longer give you a magical bonus.
- Your own name was truncated when you viewed your own character (although it looked fine to others who looked at you). This has now been fixed, so the character named "Bandersnatchy SnatcherDeBandy" will now appear correctly, I'm sure to his great relief.
- The checkbox to not show help tips will now work - i.e. if you check it, no tips will be shown when you level between levels 1 through 5.
- Combat Styles now have different colored "trails" depending on which type of weapon they are used with.
- The [Tab] key that removes the interface now removes spell effect icons as well.
- The "you jump to location xxxx" debug message that printed when you zoned into cities and dungeons has been removed.
- You can now use shift-left and right arrow to move the curser inside the chat input box to edit text.
- You can shift-up and shift-down arrow to go back and forth between your last 10 commands (sends, etc.).
- You will no longer see the Tips help box pop up after level 6.
- When you move while interacting with an NPC, and the NPC interaction window goes away, you can now interact again with that same NPC and you'll see the text that you had seen before.
- We are now experimenting with "sticky" combat. Use the /stick command to stick to your currently selected enemy, and you will follow him quite closely, while you can continue to fight him. PLEASE NOTE THAT THIS IS FOR TEST PURPOSES ONLY AT THIS POINT. We may remove it once we test the dynamics of the proposed feature.
- You now get the health bar for doors correctly.
- Doors should now be better synchronized (i.e. you won't see them open when others see them closed, etc.).
- All combat styles have changed. Please see the list in this release note for the new styles you character has been given.
- There were some problems with Left Axe combat styles. These have been fixed in this round of combat style fixes, so now Left Axe styles should do more damage than before.
- Several spells effects have been fixed and upgraded.
WORLD NOTES
- Midgard should now have the full complement of dye stores scattered throughout the towns in the Home region.
- The denizens of the Cursed Forest have now made themselves known. Like Raumarik of Midgard, the Cursed Forest is not an area to go if you are looking for quick experience or easy camps. It is an extremely high level zone with only a handful of monsters that do not respawn quickly. Additionally, some of the monsters may require more than one group of higher level players to defeat.
CRAFTING SYSTEM NOTES
- Component pieces of Leatherworking, Metalworking, and Woodworking for Weaponcrafting have had their timers cut by 50%, which means you can make weapons in 2/3 the time you could before.
COMBAT STYLES
- We have significantly upgraded and buffed out each Realm's combat styles. These are similar to, but not at all the same as what you are used to. This will require some getting used to, so please get to testing them, and let us know what you find.
- Albion and Midgard styles have their proper names; Hibernian Styles have been redone but do not yet have final names.
Albion Weapon Styles
Slashing:
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2 - Ruby Slash - High fatigue cost, medium bonus damage
4 - Cross Slash - Low fatigue cost, use from side of target, medium bonus damage, medium bonus to hit, medium bonus to defense
6 - Uppercut - Medium fatigue cost, medium bonus damage, small bonus to hit
8 - Enrage - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium penalty to your defense for the next round
10 - Bloodletter - Medium fatigue cost, use after successful Cross Slash, Causes short duration bleed, high bonus to hit, medium bonus to defense
12 - Reflect - Medium fatigue cost, no bonus damage, attempt to lower own aggro damage so target will switch off you, raise defense for next round
15 - Opal Slash - Medium fatigue cost, Use after a successful Uppercut, medium bonus damage, causes light bleeding, bonus to hit
18 - Riposte - Low fatigue cost, use after parrying opponent, high bonus damage, medium bonus to hit, medium bonus to defense for next round
21 - Side Slicer - Light fatigue cost, Must be used from either side of target, low bonus damage, causes reduced movement rate
25 - Cleave - Low fatigue cost, Use after a successful Uppercut, medium bonus damage, bonus to hit
29 - Amethyst Slash - Medium fatigue cost, low/medium bonus damage, large bonus to hit
34 - Befuddler - Medium fatigue cost, use after successful Riposte, Medium bonus damage, causes medium duration Stun, medium bonus to hit
39 - Back Slash - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit
44 - Sapphire Slash - Low fatigue cost, use after successful Enrage, Medium bonus damage, Causes medium duration bleed, medium bonus to hit, high penalty to defense for next round
50 - Diamond Slash - High fatigue cost, use after successful Amethyst, High bonus damage, Very high bonus to hit
Crushing:
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2 - Daze - High fatigue cost, medium bonus damage
4 - Back Crush - Low fatigue cost, use from behind enemy, medium bonus damage, short duration stun, medium bonus to hit
6 - Maul - High fatigue cost, high bonus damage, large bonus to hit, small defensive penalty for next round
8 - Bludgeon - Medium fatigue cost, use after successful Maul, medium bonus damage, taunts enemy on to you, defensive penalty for next round
10 - Bruiser - Medium fatigue cost, use after successful Back Crush, Medium bonus damage, short duration bleed, medium bonus to hit
12 - Concussion - Medium fatigue cost, Medium bonus damage, slows target's attack speed temporarily, small bonus to hit
15 - Contusions - Medium fatigue cost, Use after successful Bludgeon, medium bonus damage, medium duration stun, medium bonus to hit
18 - Blackjack - Use after successful Maul, medium bonus damage, causes short duration stun, medium bonus to hit
21 - Protector - Medium fatigue cost, no bonus damage, reduce NPC's anger towards you, defensive bonus for next round
25 - Divine Hammer - Medium fatigue cost, use from behind target, medium bonus damage, medium bonus to hit
29 - Skull Breaker - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, high to hit bonus, low defensive penalty for next round
34 - Side Crush - Medium fatigue cost, Use from beside enemy, Medium bonus damage, medium duration bleed, medium bonus to hit
39 - Bone Crusher - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration movement reduction, medium bonus to hit, medium bonus to defense
44 - Body Masher - Medium fatigue cost, use after successful Skull Breaker, Medium bonus damage, heavy attack speed reduction, medium bonus to hit
50 - Devastate - High fatigue cost, use after successful Side Crush, High bonus damage, long duration stun, high bonus to hit, medium penalty to defense
Polearms:
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2 - Impale - High fatigue cost, medium bonus damage
4 - Defender's Cross - Medium fatigue cost, Use from Beside enemy, medium bonus damage, short movement reduction, medium bonus to hit
6 - Deflect - Medium fatigue cost, no bonus damage, reduce NPC's anger towards you, high defensive bonus for next round
8 - Executioner - Medium fatigue cost, use after target is parried by anyone, medium damage bonus, reduce target's attack speed temporarily, small to hit bonus
10 - Defender's Faith - High fatigue cost, use any time, medium bonus damage, short duration bleed, small bonus to hit, small penalty to defense
12 - Distract - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small to hit bonus, medium defensive penalty for next round
15 - Defender's Courage - Medium fatigue cost, use after successful Defender's Faith, medium bonus damage, medium duration attack speed reduction, medium bonus to hit
18 - Crippling Blow - Medium fatigue cost, medium bonus damage, medium duration movement reduction to target, medium bonus to hit
21 - Disabler - Low fatigue cost, use after Crippling Blow, medium bonus damage, short duration attack speed reduction to target
25 - Phalanx - Medium fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit
29 - Mangle - Medium fatigue cost, use after crippling blow, high bonus damage
34 - Defender's Rage - Low fatigue cost, use after target fumbles, Very high bonus damage, medium bleed, high bonus to hit
39 - Poleaxe - High fatigue cost, use any time, medium bonus damage
44 - Defender's Revenge - Low fatigue cost, use after successful Defender's Rage, long duration stun, very high bonus to hit
50 - Defender's Aegis - Medium fatigue cost, use after successful Phalanx, Long duration movement reduction, High bonus to hit, small bonus to defense
Two Handed:
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2 - Half Moon - High fatigue cost, medium bonus damage
4 - Double Back - Medium fatigue cost, use from behind enemy, medium bonus damage, Short duration stun, meduim bonus to hit
6 - Rile - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small bonus to hit, medium penalty to defense for next round
8 - Pacify - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, defensive bonus to next round
10 - Two Fists - Medium fatigue cost, use after successful Double Back, Medium bonus damage, Short duration bleed, Medium bonus to hit
12 - Bone Bruiser - Medium fatigue cost, medium bonus damage, medium duration attack speed reduction, small bonus to hit
15 - Double Recovery - Low fatigue cost, Use after you fumble, High bonus damage, Causes medium duration movement reduction, Medium bonus to hit
18 - Fury - Low fatigue cost, use after target is parried by anyone, medium bonus damage, causes light bleeding, medium bonus to hit, high penalty to defense for next round
21 - Bone Splitter - Medium fatigue cost, use after successful bone bruiser, medium bonus damage, causes medium duration movement reduction, small bonus to hit
25 - Recenter - Low fatigue cost, Use after successful fury, medium bonus damage, small bonus to hit, high defensive bonus to next round
29 - Bone Breaker - Medium fatigue cost, use after successful Bone Bruiser, medium bonus damage, short duration stun, small bonus to hit
34 - Obfuscate - Medium fatigue cost, Use after successful Fury, medium bonus damage, Causes heavy attack speed reduction, medium bonus to hit
39 - Doubler - High fatigue cost, use any time, medium bonus damage, small bonus to hit
44 - Two Moons - Low fatigue cost, use after successful Double Recovery, Medium bonus damage, long duration stun, high bonus to hit
50 - Sun and Moon - Medium fatigue cost, use after successful Bone Breaker, Causes heavy bleeding, small bonus to hit
Dual Wield:
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2 - Twin Spikes - Medium fatigue cost, very high bonus damage
4 - Twin Return - Low fatigue cost, Use after parrying enemy, medium bonus damage, Short duration bleed, Medium bonus to hit, small bonus to defense
6 - Shadow's Edge - Medium fatigue cost, use when behind target, high bonus damage, bonus to hit
8 - Inflame - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium defensive penalty to next round
10 - Orbit - Medium fatigue cost, use after successful Twin Return, Medium bonus damage, Short duration movement reduction, medium bonus to hit
12 - Eclipse - Medium fatigue cost, use after successful shadow's edge, medium bonus damage, short duration attack speed reduction, medium bonus to hit
15 - Misty Gloom - High fatigue cost, use any time, Medium bonus damage, small bonus to hit
18 - Obscure - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high defensive bonus to next round
21 - Penumbra - Medium fatigue cost, use after successful Shadow's Edge, high bonus damage, high bonus to hit
24 - Reflection - Low fatigue cost, use after target is parried by anyone, medium bonus damage, small bonus to hit, small bonus to defense for next round
29 - Flank - Medium fatigue cost, use from either side of target, medium bonus damage, medium duration reduction to target's movement rate, medium bonus to defense for next round
34 - Dark Tendrils - Low fatigue cost, use after evading target, medium bonus damage, causes heavy bleeding, medium bonus to hit
39 - Shadows Rain - Medium fatigue cost, use after successful Flank, Medium bonus damage, heavy attack speed reduction, medium bonus to hit, small bonus to defense
44 - Hypnotic Darkness - Medium fatigue cost, Use after successful Reflection, Medium bonus damage, Medium duration stun, high bonus to hit
50 - Dual Shadows - Medium fatigue cost, use from in front of enemy, medium bonus damage, long duration bleed, medium bonus to hit, medium penalty to defense
Thrust:
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2 - Thistle - High fatigue cost, medium bonus damage
4 - Ratfang - Low fatigue cost, use after evading target, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
6 - Puncture - Medium fatigue cost, medium bonus damage, light bleeding, medium bonus to hit
8 - Sting - Medium fatigue cost, Low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, high defensive penalty for next round
10 - Wolftooth - Medium fatigue cost, use after successful Ratfang, High bonus damage, short duration movement reduction, medium bonus to hit
12 - Bloody Dance - Medium fatigue cost, use after successful puncture, medium bonus damage, causes medium duration bleeding, medium bonus to hit, small penalty to defense for next round
15 - Beartooth - Low fatigue cost, use after parrying target, medium bonus damage, medium duration stun, high bonus to hit
18 - Tranquilize - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high defensive bonus for next round
21 - Lunge - Medium fatigue cost, use after successful puncture, medium bonus damage, high bonus to hit
25 - Ricochet - Low fatigue cost, use after target is blocked by anyone, causes medium duration bleeding, high bonus to hit, medium penalty to defense for next round
29 - Pierce - Medium fatigue cost, use from behind enemy, medium bonus damage, medium duration bleed, high bonus to hit, medium penalty to defense
34 - Liontooth - Low fatigue cost, use after successful Wolftooth, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
39 - Basiliskfang - Medium fatigue cost, use from beside target, medium bonus damage, heavy attack speed reduction, small bonus to hit, small bonus to defense
44 - Wyvernfang - Low fatigue cost, Use after successful Beartooth, medium bonus damage, long duration movement reduction, medium bonus to hit
50 - Dragonfang - Low fatigue cost, use after evading target, medium bonus damage, long duration stun, high bonus to hit, small penalty to defense
Staff:
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2 - Spinning Staff - Medium fatigue cost, medium bonus damage, small bonus to defense
4 - Figure Eight - Low Fatigue cost, use after target is parried, high bonus damage, medium bonus to hit, small bonus to defense
6 - Friar's Ally - Medium fatigue cost, Use after Figure Eight, medium bonus damage, short duration stun, medium bonus to hit
8 - Defender's Fury - Medium fatigue cost, medium bonus damage, medium duration attack speed reduction, small bonus to hit
10 - Quick Strike - Medium fatigue cost, use after Defender's Fury, medium bonus damage
12 - Friar's Redress - Medium fatigue cost, no bonus damage, attempt to taunt target off you, very high bonus to defense for next round
15 - Double Strike - Low fatigue cost, use after Figure Eight, medium bonus damage, short duration bleed, medium bonus to hit, small bonus to defense
18 - Friar's Friend - High fatigue cost, use from side of target, high bonus damage, medium duration stun, medium bonus to hit
21 - Counter Evade - Low fatigue cost, use after target is evaded, high bonus damage, medium duration movement reduction, small bonus to hit, medium bonus to defense
25 - Banish - Low fatigue cost, use after successful #5, very high bonus damage, medium bonus to hit, medium bonus to defense
29 - Friar's Boon - Medium fatigue cost, medium bonus damage, medium bonus to defense
34 - Holy Staff - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Friar's Fury - Low fatigue cost, Use after Counter Evade, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
44 - Stunning Wrath - Medium fatigue cost, use after Banish, Long duration stun, high bonus to hit, medium bonus to defense
50 - Excommunicate - Medium fatigue cost, use after evading enemy, high bonus damage, medium bonus to hit, small bonus to defense
Midgard Weapon Styles
Sword:
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2 - Whirling Blade - High fatigue cost, medium bonus damage
4 - Frost Cut - Low fatigue cost, use after block, medium bonus damage, short duration bleed, small bonus to hit
6 - Draw Out - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium penalty to defense for next round
8 - Northern Lights - Medium fatigue cost, use from side of enemy, medium bonus damage, small attack speed reduction, small bonus to hit
10 - Assault - Medium fatigue cost, medium bonus damage, medium bonus to hit
12 - Temper - Medium fatigue cost, no bonus damage, lower NPC's anger towards you, high defensive bonus for next round
15 - Aurora - Medium fatigue cost, use after successful Northern Light, high bonus damage, medium duration movement reduction, medium bonus to hit
18 - Baldur's Fury - High fatigue cost, use after successful Assault, medium bonus damage, causes short duration movement reduction, medium bonus to hit
21 - Reinforcement - Low fatigue cost, use after target is parried by anyone, medium bonus damage, causes short duration bleed, medium bonus to hit, small penalty to defense for next round
25 - Ice Storm - Medium fatigue cost, use after successful Assault, high bonus damage, medium bonus to hit
29 - Rush - Low fatigue cost, use after successful Reinforcement, medium bonus damage, causes long duration attack speed reduction, medium penalty to defense for next round
34 - Polar Rift - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Niord's Fury - Low fatigue cost, use after target fumbles, high bonus damage, medium duration stun, medium bonus to hit
44 - Sif's Revenge - Medium fatigue cost, Use after successful Rush, medium bonus damage, long duration bleed, medium bonus damage
50 - Ragnarok - Medium fatigue cost, use from behind enemy, medium bonus damage, heavy attack speed reduction, medium bonus to hit, low penalty to defense
Hammer:
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2 - Thor's Anvil - High fatigue cost, medium bonus damage
4 - Crushing Blow - Low fatigue cost, use after parry, medium bonus damage, short duration stun, medium bonus to hit
6 - Placate - Medium fatigue cost, no bonus damage, lower NPC's anger towards you, medium bonus to defense for next round
8 - Slam - Medium fatigue cost, use after successful Crushing Blow, medium bonus damage, short duration bleed, medium bonus to hit
10 - Ruiner - Medium fatigue cost, high bonus damage, small bonus to hit
12 - Frost Hammer - Medium fatigue cost, use beside enemy, high bonus damage, medium duration movement reduction, medium bonus to hit
15 - Provoke - Medium fatigue cost, attempt to taunt NPC to attack you, low bonus damage, medium bonus to hit, medium penalty to defense for next round
18 - Demolish - High fatigue cost, use after successful Ruiner, medium bonus damage, causes short duration stun, small bonus to hit
21 - Revenge - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, causes medium duration attack speed reduction, medium bonus to hit, small penalty to defense for next round
25 - Crumble - Medium fatigue cost, use after successful Ruiner, high bonus damage, medium bonus to hit
29 - Conquer - Low fatigue cost, use from behind target, medium bonus damage, medium duration movement reduction, high penalty to defense for next round
34 - Thor's Answer - Medium bonus damage, use after successful Revenge, medium bonus damage, medium duration stun, medium bonus to hit
39 - Lambast - Low fatigue cost, use after parry, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
44 - Sledgehammer - Medium fatigue cost, use after Conquer, High bonus damage, high bonus to hit
50 - Mjolnir's Fury - Medium fatigue cost, use after Thor's Answer, High bonus damage, heavy attack speed reduction, high penalty to defense
Axe:
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2 - Splitter - High fatigue cost, medium bonus damage
4 - Cleave - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, medium bonus to hit
6 - Plague - Medium fatigue cost, Low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, medium penalty to defense for next round
8 - Thrym's Stength - Medium bonus damage, Use after Cleave, medium bonus damage, short duration stun, medium bonus to hit
10 - Pillage - Medium fatigue cost, medium bonus damage, causes short duration attack speed reduction, small bonus to hit
12 - Hoarfrost - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, small bonus to hit, medium bonus to defense for next round
15 - Evernight - Low fatigue cost, use after target fumbles, high bonus damage, medium duration bleed, medium bonus to hit
18 - Plunder - Medium fatigue cost, use after successful Pillage, medium bonus damage, short duration movement reduction, medium bonus to hit
21 - Valkyrie's Shield - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, medium bonus to defense for next round
25 - Raider - Low fatigue cost, use after successful Pillage, high bonus damage, causes short duration stun, medium penalty to hit, meduim penalty to defense for next round
29 - Havoc - Medium fatigue cost, use when in front of target, medium bonus damage, small bonus to hit, small penalty to defense for next round
34 - Midnight Sun - Medium fatigue cost, use after Valkyrie's Shield, medium bonus damage, medium duration stun, high bonus to hit
39 - Glacial Movement - Medium fatigue cost, use from beside enemy, medium bonus damage, heavy attack speed reduction, medium bonus to hit, low penalty to defense
44 - Arctic Rift - Low fatigue cost, use after Evernight, High bonus damage, medium bonus to hit
50 - Tyr's Fury - Medium fatigue cost, use after Havoc, high bonus damage, long duration bleed, high bonus to hit
Left Axe:
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2 - Counter Slash - High fatigue cost, medium bonus damage
4 - Doubler - Medium fatigue cost, use behind enemy, medium bonus damage, short duration bleed, small bonus to hit, small penalty to defense
6 - Ravager - Medium fatigue cost, medium bonus damage, small bonus to hit
8 - Polar Light - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, large bonus to hit, small bonus to defense
10 - Snowblind - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small bonus to hit, medium penalty to defense for next round
12 - Atrophy - Medium fatigue cost, use after successful Ravager, medium bonus damage, medium duration movement reduction, small bonus to hit
15 - Frost Shadow - Medium fatigue cost, use after Polar Light, high bonus damage, medium bonus to hit, small bonus to defense
18 - Comeback - Low fatigue cost, use after target is evaded by anyone, medium bonus damage, medium bonus to hit
21 - Scathing Blade - Medium fatigue cost, use after successful Atrophy, high bonus damage, causes long duration attack speed reduction, medium bonus to hit, medium penalty to defense for next round
25 - Decaying Rage - Low fatigue cost, use after successful Atrophy, medium bonus damage, strong attempt to lower NPC's anger towards you, medium bonus to hit, high bonus to defense for next round
29 - Snowsquall - Medium fatigue cost, use from behind target, high bonus damage, medium bonus to hit
34 - Doublefrost - High fatigue cost, use any time, Medium bonus damage, small bonus to hit
39 - Frosty Gaze - Medium fatigue cost, use after Comeback, medium bonus damage, medium duration stun, medium bonus to hit
44 - Icy Brilliance - Medium fatigue cost, use after Snowsquall, medium bonus damage, long duration bleed, high bonus to hit
50 - Aurora Borealis - Low fatigue cost, use after parry, high bonus damage, heavy attack speed reduction, high bonus to hit
Spear:
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2 - Dazzling Spear - High fatigue cost, medium bonus damage
4 - Return Thrust - Low fatigue cost, use after block, medium bonus damage, short duration bleed, medium bonus to hit
6 - Engage - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, medium penalty to defense for next round
8 - Extended Reach - Low fatigue cost, use after Return Thrust, Medium bonus damage, small attack speed reduction, small bonus to hit
10 - Lancer - Medium fatigue cost, high bonus damage, medium bonus to hit, small penalty to defense for next round
12 - Dismissal - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high bonus to defense for next round
15 - Wounding Thrust - Medium fatigue cost, use after Engage, medium bonus damage, medium duration movement reduction, small bonus to hit
18 - Stab - Low fatigue cost, use after successful Lancer, no bonus damage, causes medium duration bleed, medium bonus to hit
21 - Perforate - Medium fatigue cost, use from side of target, medium bonus damage, causes long duration attack speed reduction, medium penalty to defense for next round
25 - Lunging Thrust - Medium fatigue cost, use after successful Lance, high bonus damage, medium bonus to hit
29 - Raze - Medium fatigue cost, use after successful Stab, low bonus damage, causes long duration bleed, medium bonus to hit
34 - Whirling Spear - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
39 - Razor Edge - Medium fatigue cost, use from behind enemy, medium bonus damage, medium duration stun, medium bonus to hit, small penalty to defense
44 - Odin's Wrath - Low fatigue cost, use after parry, High bonus damage, high bonus to hit, small bonus to defense
50 - Gungnir's Fury - Medium fatigue cost, use after Perforation, medium bonus damage, long duration bleed, medium bonus to hit
Shields:
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3 - Numb - Medium fatigue cost, medium damage, short duration stun
8 - Stun - Medium fatigue cost, use after successful block, medium damage, short duration stun
13 - Disable - Medium fatigue cost, use when beside target, medium damage, medium duration stun
18 - Incapacitate - High fatigue cost, use after successful block, medium damage, medium duration stun, medium bonus to defense for next round
23 - Paralyze - Medium fatigue cost, use when behind target, medium damage, medium duration stun
29 - Bash - Medium fatigue cost, use after blocking opponent, medium bonus damage, medium stun
35 - Mangle - Medium fatigue cost, use beside opponent, medium bonus damage, long duration stun
42 - Slam - Very high fatigue cost, use any time, medium bonus damage, long duration stun
50 - Brutalize - Low fatigue cost, use after block, medium bonus damage, long duration stun
HIBERNIA
(Final names coming soon...)
Blades:
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2 - Blades 1 - High fatigue cost, medium bonus damage
4 - Blades 2 - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, medium bonus to hit
6 - Blades 3 - Medium fatigue cost, low bonus damage, attempt to taunt enemy to attack you, medium penalty to defense
8 - Blades 4 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium bonus to defense
10 - Blades 5 - Medium fatigue cost, use from beside enemy, medium bonus damage, medium duration movement reduction, medium bonus to hit
12 - Blades 6 - Medium fatigue cost, use after successful Blades 2, medium bonus damage, short duration bleed, medium bonus to hit, small bonus to defense
15 - Blades 7 - Low fatigue cost, use after successful Blades 5, medium bonus damage, small attack speed reduction, medium bonus to hit
18 - Blades 8 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
21 - Blades 9 - Low fatigue cost, use after blocking enemy, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
25 - Blades 10 - Medium fatigue cost, use after successful Blades 6, high bonus damage, medium bonus to hit
29 - Blades 11 - Low fatigue cost, use after successful Blades 9, medium bonus damage, medium duration bleed, high bonus to hit
34 - Blades 12 - Medium fatigue cost, use from behind target, medium bonus damage, medium bonus to hit, medium penalty to defense
39 - Blades 13 - Medium fatigue cost, use after successful Blades 8, medium bonus damage, heavy attack speed reduction, small bonus to hit, medium bonus to defense
44 - Blades 14 - Low fatigue cost, use after successful Blades 13, high bonus damage, medium bonus to hit
50 - Blades 15 - Medium fatigue cost, use after target fumbles, high bonus damage, very high bonus to hit
Blunt:
-----
2 - Blunt 1 - High fatigue cost, medium bonus damage
4 - Blunt 2 - Low fatigue cost, use after blocking target, medium bonus damage, short duration stun, medium bonus to hit
6 - Blunt 3 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium defensive bonus
8 - Blunt 4 - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
10 - Blunt 5 - Medium fatigue cost, use from beside target, medium bonus damage, low attack speed reduction, small bonus to hit
12 - Blunt 6 - Low fatigue cost, use after successful Blunt 2, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
15 - Blunt 7 - Low fatigue cost, use after you fumble, medium bonus damage, medium duration stun, high bonus to hit, small bonus to defense
18 - Blunt 8 - High fatigue cost, use any time, medium bonus damage, small bonus to hit
21 - Blunt 9 - Medium fatigue cost, use after successful Blunt 5, medium bonus damage, medium duration movement reduction, medium bonus to hit, small bonus to defense
25 - Blunt 10 - Medium fatigue cost, use from behind target, high bonus damage, medium bonus to hit, medium penalty to defense
29 - Blunt 11 - Low fatigue cost, use after successful Blunt 7, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
34 - Blunt 12 - Medium fatigue cost, use after successful Blunt 9, high bonus damage, medium bonus to hit, medium bonus to defense
39 - Blunt 13 - Low fatigue cost, use after parrying target, medium bonus damage, heavy attack speed reduction, medium bonus to hit, small bonus to defense
44 - Blunt 14 - Medium fatigue cost, use after successful Blunt 10, medium bonus damage, very high bonus to hit, small bonus to defense
50 - Blunt 15 - Medium fatigue cost, use after successful Blunt 13, medium bonus damage, long duration stun, medium bonus to hit
Piercing:
--------
2 - Piercing 1 - High fatigue cost, medium bonus damage
4 - Piercing 2 - Low fatigue cost, use from behind enemy, medium bonus damage, short duration bleed, medium bonus to hit
6 - Piercing 3 - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, high penalty to defense
8 - Piercing 4 - Medium fatigue cost, use after successful Piercing 2, medium bonus damage, small attack speed reduction, medium bonus to hit
10 - Piercing 5 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium bonus to defense
12 - Piercing 6 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
15 - Piercing 7 - Low fatigue cost, use after blocking target, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
18 - Piercing 8 - Medium fatigue cost, use after successful Piercing 6, medium bonus damage, medium bonus to hit
21 - Piercing 9 - Medium fatigue cost, use from beside target, medium bonus damage, medium duration movement reduction, medium bonus to hit, small penalty to defense
25 - Piercing 10 - Low fatigue cost, use after evading target, medium bonus damage, medium duration stun, medium bonus to hit, medium bonus to defense
29 - Piercing 11 - Medium fatigue cost, use after successful Piercing 9, high bonus damage, medium bonus to hit, medium bonus to defense
34 - Piercing 12 - Low fatigue cost, use after successful Piercing 7, medium bonus damage, medium attack speed reduction, very high bonus to hit, medium bonus to defense
39 - Piercing 13 - Low fatigue cost, use after successful Piercing 8, high bonus damage, high bonus to hit, small bonus to defense
44 - Piercing 14 - Medium fatigue cost, use after successful Piercing 10, medium bonus damage, long duration bleed, medium bonus to hit
50 - Piercing 15 - Medium fatigue cost, use after successful Piercing 12, very high bonus damage, long duration bleed, high bonus to hit, small bonus to defense
Large Weapons:
-------------
2 - Large 1 - High fatigue cost, medium bonus damage
4 - Large 2 - Low fatigue cost, use after parry, high bonus damage, medium bonus to hit, small bonus to defense
6 - Large 3 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
8 - Large 4 - Medium fatigue cost, use any time, no bonus damage, attempt to taunt target off you, high bonus to defense
10 - Large 5 - Medium fatigue cost, use from beside enemy, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
12 - Large 6 - Medium fatigue cost, use after successful Large 2, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
15 - Large 7 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
18 - Large 8 - Medium fatigue cost, use after successful Large 5, medium bonus damage, medium attack speed reduction, medium bonus to hit
21 - Large 9 - High fatigue cost, use from in front of target, medium bonus damage, medium movement reduction, medium bonus to hit
25 - Large 10 - Low fatigue cost, use after successful Large 6, very high bonus damage, high bonus to hit
29 - Large 11- Medium fatigue cost, use after target parries you, high bonus damage, medium duration stun, medium bonus to hit, small penalty to defense
34 - Large 12 - Medium fatigue cost, use after successful Large 8, medium bonus damage, high bonus to hit, medium bonus to defense
39 - Large 13 - Medium fatigue cost, use after target blocks you, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
44 - Large 14 - Low fatigue cost, use after successful Large 11, medium bonus damage, heavy attack speed reduction, medium bonus to hit, large bonus to defense
50 - Large 15 - Medium fatigue cost, use from behind target, medium bonus damage, long duration stun, very high bonus to hit, medium penalty to defense
Celtic Dual:
-----------
2 - Dual 1 - High fatigue cost, medium bonus damage
4 - Dual 2 - Low fatigue cost, use after evading target, medium bonus damage, short duration bleed, medium bonus to hit
6 - Dual 3 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, small bonus to hit, medium penalty to defense
8 - Dual 4 - Medium fatigue cost, use from behind target, high bonus damage, short duration movement reduction, medium bonus to hit
10 - Dual 5 - Low fatigue cost, use after successful Dual 4, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
12 - Dual 6 - Low fatigue cost, use after successful Dual 2, high bonus damage, medium attack speed reduction, medium bonus to hit
15 - Dual 7 - Low fatigue cost, use after successful Dual 4, medium bonus damage, attempt to taunt target to attack you, medium bonus to hit, high bonus to defense
18 - Dual 8 - Medium fatigue cost, use from side of target, medium bonus damage, short duration stun, medium bonus to hit
21 - Dual 9 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, medium penalty to defense
25 - Dual 10 - Low fatigue cost, use after parrying target, medium bonus damage, long duration movement reduction, high bonus to hit, medium bonus to defense
29 - Dual 11 - Medium fatigue cost, use after successful Dual 8, medium bonus damage, medium duration bleed, medium bonus to hit
34 - Dual 12 - Low fatigue cost, use after successful Dual 10, medium bonus damage, short duration stun, medium bonus to hit
39 - Dual 13 - Medium fatigue cost, use after successful Dual 9, High bonus damage, small bonus to hit, small bonus to defense
44 - Medium fatigue cost, use after successful Dual 12, Medium bonus damage, long duration bleed, medium bonus to hit
50 - Dual 15 - Medium fatigue cost, use after successful Dual 11, very high bonus damage, heavy attack speed reduction, high bonus to hit, small bonus to defense
Celtic Spear:
------------
2 - Spear 1 - High fatigue cost, medium bonus damage
4 - Spear 2 - Low fatigue cost, use after blocking target, medium bonus damage, short duration bleed, medium bonus to hit
6 - Spear 3 - Medium fatigue cost, use from behind target, medium bonus damage, short duration movement reduction, medium bonus to hit, medium penalty to defense
8 - Spear 4 - Medium fatigue cost, use any time, attempt to taunt target off you, high bonus to defense
10 - Spear 5 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
12 - Spear 6 - Medium fatigue cost, use after successful Spear 2, medium bonus damage, medium attack speed reduction, medium bonus to hit, small penalty to defense
15 - Spear 7 - High fatigue cost, use any time, medium bonus damage, medium bonus to hit, medium penalty to defense
18 - Spear 8 - Medium fatigue cost, use after successful Spear 3, medium bonus damage, medium duration bleed, medium bonus to hit
21 - Spear 9 - Low fatigue cost, use after parrying target, medium bonus damage, medium duration stun, medium bonus to hit, small bonus to defense
25 - Spear 10 - Medium fatigue cost, use after successful Spear 8, medium bonus damage, medium attack speed reduction, high bonus to hit, small bonus to defense
29 - Spear 11 - Medium fatigue cost, use after successful Spear 9, small bonus to hit, small bonus to defense
34 - Spear 12 - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Spear 13 - Medium fatigue cost, use after successful Spear 11, medium bonus damage, long duration bleed, medium bonus to hit
44 - Spear 14 - Medium fatigue cost, use from side of target, low bonus damage, medium bonus to hit
50 - Spear 15 - Medium fatigue cost, use after successful Spear 14, medium bonus damage, long duration bleed, high bonus to hit
Critical Strikes:
----------------
2 - Backstab - Medium Fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit, medium penalty to defense, use while hidden
4 - Eviscerate - Medium fatigue cost, use after Backstab, high bonus damage, causes short duration attack speed reduction, small bonus to hit, small penalty to defense
6 - Kidney Rupture - - Low fatigue cost, use after Eviscerate, Very high bonus damage, Causes short duration bleed, small bonus to hit, medium penalty to defense
8 - Pincer - Medium fatigue cost, Use from beside enemy, medium bonus damage, high bonus to hit, high penalty to defense
10 - Backstab 2 - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit, medium penalty to defense, use while hidden
12 - Hamstring - Low fatigue cost, use after evading enemy, medium bonus damage, causes medium duration bleed, medium bonus to hit, medium bonus to defense
15 - Thigh Cut - Medium fatigue cost, use after Backstab 2, Very high bonus damage medium bonus to hit, small penalty to defense
18 - Garrote - High fatigue cost, use any time, medium bonus damage, causes medium duration movement reduction, medium bonus to hit, medium penalty to defense
21 - Perforate Artery - Medium fatigue cost, use from in front of enemy, medium bonus damage, causes long duration bleed, high bonus to hit, medium penalty to defense, use while hidden
25 - Achilles Heel - Medium fatigue cost, use after Garrote, High bonus damage, causes long duration attack speed reduction, medium bonus to hit
29 - Leaper - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration bleed, high bonus to hit, small bonus to defense
34 - Critical 1 - Low fatigue cost, use after Perforate Artery, very high bonus damage, medium duration stun, high bonus to hit
39 - Critical 2 - Low fatigue cost, use after Critical 1, Very high bonus damage, very high bonus to hit, small bonus to defense
44 - Critical 3 - Medium fatigue cost, use after Hamstring, high bonus damage, long duration movement reduction, high bonus to hit
50 - Critical 4 - Medium fatigue cost, use after Leaper, very high bonus damage, long duration bleed, high bonus to hit, small bonus to defense
==============================
Dark Age of Camelot
Version 1.19A Release Notes
October 2, 2001
==============================
BUG FIXES / ANNOUNCEMENTS
- Communication problems (/sends, /who, etc.) were not working. These have been fixed.
- The Credit Card sign-up window was unresponsive for some beta testers. These problems have been fixed. If you signed up for the special rate, and received acknowledgement back, then you are signed up and everything's OK. If you never received acknowledgement that your signup was successful, then you'll have to do it again. Please note that the system will not allow you to sign up for this rate twice, so if you are unsure if your charge went through or not, sign up again, and it will tell you. In any event, we will not charge your card twice.
- Stable Master in East Lough Derg now gives horse correctly.
- Rogue-applied poisons are resisted far less often.
- Horse and rider are now better synchronized.
======================================
Dark Age of Camelot
Version 1.19 Release Notes
October 2, 2001
======================================
DISCOUNT PRICING PLAN FOR BETA TESTERS
All Camelot Beta testers are invited to join the live game at a reduced cost. From now until Monday October 8, you will be able to purchase three months of playing time on the live game for $9.89/month (for three months).
To take advantage of this special offer, click on the "Pre-Subscribe" button from the Server Selection screen. You'll then see a window allowing you to enter your credit card number, name, and other information. Click "OK", and your order will be processed.
When you purchase the live game next week (or whenever), use the CD Key that comes with in the box. Install the game, type in the CD Key, and then log into the game using the same user name and password that you've always used (i.e. your beta name/password). You're account will automatically be set up for four months of access (one free month that comes when you buy the box, plus these three months at a reduced rate).
Of course, you don't have to take advantage of this offer, but if you are planning on playing the game after release, this is a great deal.
THIS OFFER IS GOOD FOR ONE WEEK ONLY, AND ONLY TO BETA TESTERS. IT WILL END ON MONDAY MORNING, OCTOBER 8, 2001.
HORSES
In order to alleviate the traveling time problems, we've decided to implement an "alternative mode" of transportation: horses. This is the first implementation of horses; more will come after release. This first step is for ALL level characters to use. It is quite inexpensive.
There is now an extensive network of Stables in each Realm. You can rent a horse to go from one stable to another - and by linking trips together you can now safely and quickly get from one part of a Realm to another. Please note that you cannot control a rented horse; you ride it as it takes you down the roads of its Realm to a predetermined destination. For a list of destinations, see the world notes, below.
To rent a horse, go to a Stable Master, who can be found in logical places near the towns and cities of each Realm. Right click on the Stable Master to bring up a list of destinations that you can rent horses to take you to. For example, the Stable Master in Snowdownia Station will rent you a horse that takes you to the North Gate of Camelot City. Purchase the ticket from the Stable Master, and then drop the ticket on him. Your horse will appear, and you'll be off to your destination and a breakneck pace.
Please note that while you are riding no monsters will aggress on you. You can move the camera around using the normal camera movement keys, but you cannot move your character. You can jump off, if you wish, before you get to your destination by hitting the "jump" key. You'll also notice that your horse will slow down as it approaches and goes through towns; but it will speed up when it is on the open road.
There may be some problems with the horse's paths - please take note of situations where your horse gets "off road" and heads off in a random direction. Please post which path you were on if this happens.
Horse Rental pricing is experimental and may be changed in the future.
NEW THINGS AND BUG FIXES
- Hibernian Guardians (base fighting class) have been given Evade. This means that all advanced classes based on the Guardian get it as well.
- Hibernian Champions now have 2 training points per level (they were set at 1.5).
- Hibernian Blademasters now get Evade II at 15th level. Their base combat skills have also been upgraded slightly.
- Several messaging changes have been implemented so servers will be more stable under high-message conditions; like when hundreds of players are on your screen at the same time.
- The "/quest" command has been re-enabled.
- We fixed another problem where monsters would chase you forever instead of giving up the chase has been fixed.
- Radius and area-effect spells will no longer pull all monster aggro on the caster. Aggro is now spread out among the group. This does not affect solo casters, of course (they will receive the aggro of all monsters if soloing).
- Pets in general should take less experience.
- The "No Aggression Timer" when you enter the game has been raised from 10 to 20 seconds.
- When you attempt to cast a spell while in combat mode, you will now automatically exit out of combat mode and cast the spell. Previously, you were forced to manually exit combat mode, then cast the spell.
WORLD NOTES
Midgard Quests:
- For those currently on the Hunter's level 11 Hill Cat Hunt quest: There were several Viking Huscarls, so to avoid confusion, the quest-related Viking Huscarl has been renamed Viking Karl
- Warrior Epic, Seer Epic, Mystic Epic and Rogue Epic's are back in up to 20th level.
- There is a temporary NPC by the name of Aesa who is located at the palace at Jordheim. She has the ability to perform a one time clearing of your pending House-based Epic quest(s). If you are not currently having issues with your line of quests received from your trainer, then you do not attempt to use this NPC. We suggest Aesa be used only if you are currently stuck on a House based quest, or you were in the process of completing a Midgard epic quest prior to today. Please note that this can only be done ONCE. If any or all of the following quests appear as "Pending" in your quest journal, they will ALL be cleared. If the quest has been completed it will NOT be cleared.
Traveler's Way quest
Traveler's Way quest
Darksong's dirge quest
Darksong's dirge quest
Wisdom of Time quest
The Rod and the Scholars quest
Visions of Darkness quest
Fressen's Plight quest
Impatience quest
Finn's Hunt quest
Fressen's Story quest
Gathering Forces quest
Madness quest
Kerinar quest
Prove Kobold Helen's innocence quest
Runes of Darkness quest
Grenlock Clan's quest
Siv's Spirit quest
Coplin's Spirit quest
Ove's Spirit quest
Gunner's Spirit quest
Traveler's Way quest
Hunt for Dorga quest
Jewel hunt quest
A War of Old quest
Scout Argyle quest
Lieutenant Salurn quest
General Robin quest
General Charles quest
Taldos' Amulet quest
The Red Dagger quest
Genlu's items quest
Coincidence? quest
Daggers Red Eye quest
Old Hatred quest
- See your trainers in the city to get the new and improved epics
Monsters:
- Factions have been added to monsters in newer zones and dungeons. Note: This should alleviate the "high level aggressive" problem in Hadrian's Wall.
- Rats now look like rats! They don't have rat sounds yet, but they will soon.
- Additional monsters spawns have been added to Connaught (not far from Ardee), particularly in the level 4-9 range.
- A few monster spawns have been added or adjusted in Lough Derg. There should be a few more monsters in the level 5-9 range.
- Adjustments have been made to Shannon Estuary, particularly around Connla. It should be easier to find hunting in the level 4-9 range. Expect to see more minor adjustments to this zone. Also note that some "new" monsters have been added to the newbie area immediately surrounding Connla. These may not yet have items. Because of that, however, they may temporarily drop coins. This will be changed once appropriate loot is given to those creatures.
MAGIC SYSTEM NOTES
- Upped bolt damage by about 10% for the Wizard, Runemaster and Eldritch.
- All "bladeturn" effects now print that they've absorbed a blow.
Theurgist changes:
- Elementals no longer lose hitpoints over their duration.
TRADE SKILL SYSTEM NOTES
- Hibernian Siegecraft no longer requires Iron pieces, but instead uses the equivalent Hibernian metal. Siegecraft pieces created by the other trades in Hibernia have also been adjusted, and siege pieces of the appropriate material added to the Hibernian border merchants.
HORSE ROUTES
Albion
Start Point: Nob's Farm in Camelot Hills:
Destination: North Camelot Gates
Start Point: North Camelot Gates
Destination: Nob's Farm in Camelot Hills
Start: Humberton
Destination: Castle Snowdonia
Start: Castle Snowdonia
Destination: Humberton
Start: Ludlow
Destination: Castle Sauvage
Start: Castle Sauvage
Destination: Ludlow or Adribard's Retreat in Avalon Marsh
Start: Gronyr's Farm in Camelot Hills
Destination: Campacorentin Station
Start: Camapcorentin Station
Destination: Gronyr's Farm in Camelot Hills or East Camelot Gates
Start: East Camelot Gates
Destination: Campacorentin Station or Snowdonia Station
Start: Snowdonia Station
Destination: East Camelot Gates
Start: Adribard's Retreat (in avalon marsh)
Destination: West Downs (in salisbury) or Castle Sauvage
Start: West Downs (in salisbury)
Destination: Adribard's Retreat (in avalon marsh)
Start: Cornwall Station
Destination: Caer Ulfwych (in camp forest)
Start: Caer Ulfwych (in camp forest)
Destination: Cornwall Station
Start: Caer Witrin (in avalon marsh)
Destination: Western Cornwall
Start: Western Cornwall
Destination: Caer Witrin (in avalon Marsh)
Midgard
Start: Mularn Village
Destination: Audliten
Start: Audliten
Destination: Mularn Village
Start: Haggerfel
Destination: Vasudheim
Start: Vasudheim
Destination: Haggerfel or Galplen
Start: Galplen
Destination: Ft. Atla or Vasudheim
Start: Ft. Atla
Destination: Galplen
Start: Nalliten
Destination: Vindsaul Faste (west svealand border keep)
Start: Vindsaul Faste (west svealand border keep)
Destination: Nalliten
Start: Huginfel
Destination: Svasud Faste (Mularn border keep)
Start: Svasud Faste (Mularn border keep)
Destination: Huginfel
Start: Gna Faste (Myrkwood)
Destination: Raumarik or Ft. Veldon (Mularn)
Start: Raumarik
Destination: Gna Faste (Myrkwood)
Start: Ft. Veldon (Mularn)
Destination: Skona
Hibernia
Start: Mag Mell
Destination: Howth
Start: Ardee
Destination: Farm in Eastern Lough Derg
Start: Tir Urphost (Moher)
Destination: Ardagh
Start: Druim Ligen (Connacht border keep)
Destination: Connla
Start: Tir na mBeo
Destination: Druim Ligen (Connacht border keep)
Start: Ardagh
Destination: Connla or Tir Urphost (Moher)
Start: Howth
Destination: Innis Carthaig, or Mag Mell
Start: Connla
Destination: Druim Ligen (Connacht border keep) or Innis Carthaig
Start: Innis Carthaig
Destination: Tir na mBeo
Start: Druim Cain (Bri Leith border keep)
Destination: Tir na mBeo or Druim Ligen (Connacht border keep)
Start: Farm in Eastern Lough Derg
Destination: Druim Cain (Bri Leith border keep)
==============================
Dark Age of Camelot
Version 1.20 Release Notes
October 2, 2001
==============================
BUG FIXES
- Client crash bug involving name geometries ("names-over-heads") fixed.
==============================
Dark Age of Camelot
Version 1.21 Release Notes
October 3, 2001
==============================
This is a minor release (no new features) that fixes a couple of annoying crash bugs:
- We fixed a client crash related to horses.
- The login server should work properly now. It was denying people entry erroneously.
- We fixed a server crash that was plaguing Albion for the last 12 hours or so.
==============================
Dark Age of Camelot
Version 1.22 Release Notes
October 3, 2001
==============================
NEW THINGS AND BUG FIXES
- We fixed another client crash related to horses.
- You will no longer be granted combat styles if your character does not have the ability to perform the opening move. This means you will no longer get Evade based styles if you don't have evade, and so on.
- Horse galloping sounds should be much smoother.
- Midgard monsters should no longer walk "through" objects (except trees). If you are riding a horse in Midgard, you will now cross bridges, not go right through them. Hibernia is the only realm now where monsters don't collide with objects.
CLASS AND SKILL CHANGES
- The "Stealth" Skill is being changed to become a more all-encompassing thief and rogue skill. Abilities such as Moving While Hidden, Climbing, Perception, Safe Fall, and others will be given based on your specialization level in Stealth (which will probably be renamed). Because of this, we are removing the Climb skill from the game. You will see extra "Stealth" abilities appear at some point just before release and beyond.
- Shadowblades, Nightshades, and Infiltrators no longer are able to specialize in parry. Instead, they are granted extra levels of evade. This gives them one less skill to specialize in (actually two, since we also removed climb). Their increase in evade more than makes up for the loss of parry.
- Berserkers now get much more evade than they used to. They now get evade 1 at 5th level (instead of 7th), evade 2 at 10th, 3 at 20th, 4 at 30th, 5 at 40th, and 6 at 50th. This will alleviate some of the massive damage they regularly take in battle.
MAGIC SYSTEM CHANGES
- Targeted spells now benefit more from extra attackers. The bonus per extra attacker is now 3.75% instead of 2%, so a full group attacking a monster should give a bonus of approximately 25% to the success rate for targeted spells (as opposed to 14%). Note that pets and elementals contribute to the number of extra attackers. This means that nukers in a group should be much more effective than they used to be. Casters who are not in groups will of course not be effected by these changes.
POISONS
There was a bug in poisons that made them be resisted far more often than we intended. We fixed this bug last night, and now the game will use the level of the poison (on your weapon) relative to your target monster to determine resistance. This means low level poisons will be resisted more often on higher level monsters. Please keep testing the thief classes, but be sure to use appropriate poisons. Here's a recap and a list of poisons:
All thieves learn the Envenom skill at level 5. This allows them to apply poisons to their weapons before going into battle. Poison vendors have been set up around the world -- use them. They sell poisons that have different effects on your enemy -- some debuff, some apply a damage over time, etc. It is expected that a thief will always attack with an envenomed weapon, so make sure you stock up on poison before you head out hunting. Because all Thief classes can fight with two weapons at the same time, you can envenom both your weapons - but only with different
Please note that poisons are level-based, so you will not be able to apply some poisons until you put more spec points into Envenom. You will be able to gauge the relative power of a poison by its name in the store list. Please note that low-level weapons will not be able to be envenomed by high-level poisons. You must use a level-appropriate poison on your weapon.
Please note that only your melee weapons can be poisoned.
Here's a list of the poisons:
DOT, adds about 12% extra level damage
1 Minor Lethal Poison
5 Lesser Lethal Poison
10 Lethal Poison
15 Major Lethal Poison
20 Greater Lethal Poison
25 Minor Lethal Venom
30 Lesser Lethal Venom
35 Major Lethal Venom
40 Greater Lethal Venom
45 Insidious Lethal Venom
50 Lifebane
Str debuff
2 Minor Weakening Poison
6 Lesser Weakening Poison
11 Major Weakening Poison
17 Greater Weakening Poison
22 Minor Enervating Poison
29 Lesser Enervating Poison
37 Major Enervating Poison
47 Greater Enervating Poison
Snare, duration increases with level (put this on a backup weapon)
3 Minor Imbalance Poison
8 Lesser Imbalance Poison
13 Major Imbalance Poison
18 Greater Imbalance Poison
23 Minor Crippling Poison
27 Lesser Crippling Poison
31 Major Crippling Poison
42 Greater Crippling Poison
Disease poison, durations increase with level (good PvP poison)
4 Minor Infectious Serum
16 Lesser Infectious Serum
26 Infectious Serum
38 Major Infectious Serum
48 Greater Infectious Serum
WORLD NOTES
- A couple new Pony Express routes added:
Albion:
Castle Sauvage to Castle Snowdonia
Castle Snowdonia to Castle Sauvage
Midgard:
Vindsaul Faste to Svasud Faste
Svasud Faste to Vindsaul Faste
- Several paths tweaked to avoid having horses run through trees.
- Monsters in Spraggon Den, Cursed Tomb, and Treibh Caillte given more varied attack types (slashing, crushing, etc) as well as damage resistance tables and varied weapons where appropriate.
- A high level (mithril) one-hand weapon shopkeeper has been added to Jordheim by name of Dala.
- Many quest objects have had minor tint changes made to bring them in line with the latest tints.
- Cloak of Shades quest (Albion) made available to rogue classes only (infiltrator, minstrel, scout). It is also now tinted dark gray instead of black.
- All NPC factions in the game which had a beneficial effect should now have a
way to "restore" faction.
As an example, the horse station in Western Cornwall in Albion is on an
npc faction with a beneficial effect (use of the stablemaster there). This
faction can be repaired by hunting the moor boogeys in the area.
- Monsters in Campacorentin Forest (Albion) have been reworked in a major way to make the area a bit more friendly to starting characters. Please continue to give feedback on the encounters.
- Monster encounters in Silvermine Mts. (Hibernia) have been tweaked - should be more monsters available at various levels.
==============================
Dark Age of Camelot
Version 1.23 Release Notes
October 4, 2001
==============================
NEW THINGS AND BUG FIXES
- Yesterday we reported that Berserkers got six levels of Evade. This was erroneous. They actually get three levels of evade - 1 at 5, 2 at 10, and 3 at 20. We apologize for the error.
- There were some problems displaying recipes and/or ingredients for the tradeskill system. These have been fixed.
- There is now a "resistances" button on your character sheet. Click on it to get a list of your current resistance levels. Your resistances are based on race and any buffs (spells or items) that you have running.
- You can use the /keyboard setting to see a list of what your keys are mapped to. You cannot change keys in game, but you can now see them.
- /loc command has been added back in. Please use this to give us locations for stuck points and other bug reports.
- Monsters in dungeons that follow other monsters will now path much better than they did before.
- Berserkers can now use combat styles while they Frenzy. This significantly increases the amount of damage they can dish out.
FRIENDS LIST ADDED
Use the /friends command to show your current friends list (will show in a popup window). You can use /friends add and /friends remove to add and remove friends from the list. Please note that a friend must be logged on in order for you to add them to the list. Currently, you get text notifications when a friend logs in and out. In the (near) future, we'll have a friends window that will show current friends online, and update it on the fly. Right now you'll have to close the friends window and re-open it to refresh the list (or just type /friends again). When you add and remove a friend, the list is refreshed.
Your friends list is saved on a character basis on the server - NOT by account.
THIEF CHANGES AND ADDITIONS
- New Rogue abilities: Danger Sense lets you know when a scout monster has noticed your party. It is always on. You get it when you have eight trains in Stealth. Please note that all Rogues get this, not just the thief classes.
- New Thief ability: Detect Hidden increases range at which you can see hidden enemy players. You get this at 16 trains in Stealth.
- Poisons are now applied much more easily - you should not fail as often. Please note that poisons have levels, and that you won't be able to apply a poison to your weapon that is higher level than you are. Also, your specialization in Envenom now helps determine how often your poison is resisted - but be sure to use poisons that are as close to your level as possible so you won't be resisted as often. A list of the poisons and their levels is printed once again at the bottom of this release note.
- Your Backstab combat styles (the ones that require you to be hidden) now do more damage. Please let us know how much this change helps the classes.
WORLD NOTES
- Trade Tools added to towns:
Forges, Lathes, and trade skill merchants added to the following locations:
Midgard:
Gna Faste in Myrkwood (directly across the lake from Galplen)
Albion:
Cornwall Station in Cornwall
Hibernia:
Innis Carthaig in Lough Gur
- there are a few more named guards in Midgard that will give out tasks.
- some adjustments have been made to the Gotar newbie hunting area.
- 20th level Academy Epic - (Albion) "Animare il morti"
Minor modification to difficulty. Quest should be more suited to solo than before.
- Fall through spot in Tir na Nog fixed.
- Bug allowing players to illegally climb walls of some Midgard keeps fixed.
POISON LIST
Here's a list of the poisons:
DOT, adds about 12% extra level damage
1 Minor Lethal Poison
5 Lesser Lethal Poison
10 Lethal Poison
15 Major Lethal Poison
20 Greater Lethal Poison
25 Minor Lethal Venom
30 Lesser Lethal Venom
35 Major Lethal Venom
40 Greater Lethal Venom
45 Insidious Lethal Venom
50 Lifebane
Str debuff
2 Minor Weakening Poison
6 Lesser Weakening Poison
11 Major Weakening Poison
17 Greater Weakening Poison
22 Minor Enervating Poison
29 Lesser Enervating Poison
37 Major Enervating Poison
47 Greater Enervating Poison
Snare, duration increases with level (put this on a backup weapon)
3 Minor Imbalance Poison
8 Lesser Imbalance Poison
13 Major Imbalance Poison
18 Greater Imbalance Poison
23 Minor Crippling Poison
27 Lesser Crippling Poison
31 Major Crippling Poison
42 Greater Crippling Poison
Disease poison, durations increase with level (good PvP poison)
4 Minor Infectious Serum
16 Lesser Infectious Serum
26 Infectious Serum
38 Major Infectious Serum
48 Greater Infectious Serum
==============================
Dark Age of Camelot
Version 1.24 Release Notes
October 5, 2001
==============================
NEW THINGS AND BUG FIXES
- The "Friends" tab has been renamed the "Chat" Tab. To chat to your Chat Group, now use the /chat instead of "/friends".
- There is a "mini" button on your character sheet that launches your mini-friends monitor window. This keeps track of which of your friends is online, in real time.
- Berserker Frenzy really now lets you use combat styles. We mean it this time. Really.
- Backstab damage has been increased greatly (unlike yesterday, when we told you it increased, but really didn't). The "Backstab" styles now take your Critical Strike specialization into account whenever you do one of the "from hidden" styles, so you will want to be highly trained in it.
- A problem where you sometimes could not apply poison to a weapon, even though it was the appropriate level has been fixed.
- "Bolt" type spells will now hit almost always (85%). Against higher level monsters, you may do less damage, but you'll hit much more often.
- All damage spells (DOT, Targeted, Directed Damage) will now hit more often, although they may do less damage against higher-level monsters.
- Bandwidth usage in congested areas has been optimized by 15%.
WORLD NOTES
- Border keep guards have been raised in level by 5 levels.
- Many grammatical changes and fixes to quest text.
OBJECT NOTES
- In Midgard the Tomte Lair is now itemized, item levels 10-16.
- Over 20 new 1 time drops per realm have been added over the week. Included in these new items are some weapons with magical effects.
- Fixed many bugs with jewelry items that were not initially set up correctly. Condition and Durability should be much better on many jewelry pieces.
- After this patch if you find any items that have resists, and the resist is below 3% please post this in the item bugs section of the beta boards.
ART NOTES
- Some of the male Dwarf models were not using proper face textures (they were using Human Norse textures). These have been fixed; so you may notice your dwarf male looking a little ruddier when you log in.
SPELL SYSTEM CHANGES
- Non-specialization bolt damage was raised by 10% (an oversight from the last bolt tuning).
- All bladeturn lines (Skin of Sand etc.) have had their costs modified. The lower levels now use a percent of the caster's pool instead of a fixed amount, since the amount of damage this spell absorbs goes up with level.
- An architectural change was made to the way shouts and other instant effects work to support future additions to the spell system and fix some bugs with spells like the Cleric's Drive Evil spell line. There may be bugs in the system that need to be worked out, we'll be keeping an eye on things over the weekend. Please note this change was not intended to alter game balance, so any strange timers or durations should be reported and they will be corrected as soon as possible.
Wizard changes:
- Changed the functionality of the Burst of Steam line, it should work better now.
Bard changes:
- Fixed awarding of Lesser Reconstitution.
Cleric changes:
- Heavenly Visions line is now a mesmerize as intended (it was mistakenly set to be a root).
- Holy Wrath line was added back in, at higher mana cost than before. This will be reduced again if there are further balance issues with the spell line.
- Drive Evil should work properly now.
Warden changes:
- Solar Conversion should be castable again.
Champion Changes:
- Reduced the effectivness of higher-level debuffs, which tones down their over-powered RvR capabilities.
Mentalist changes:
- The Mind Fade and Illusory Aches lines of DoTs now stack. This occurred a few patches ago, but was undocumented.
==============================
Dark Age of Camelot
Version 1.27 Release Notes
October 6, 2001
==============================
ANNOUNCEMENTS
- Some testers have expressed confusion regarding the pre-subscription process. We thought we had made it clear that pre-subscribe means that you are purchasing your time immediately. When beta testers sign up for the special $9.89 pre-subscription rate, their credit card is immediately charged for the full three month amount.
NEW THINGS AND BUG FIXES
- Storage Vaults are now in the game. To use them, right-click on a Vault Keeper NPC and you'll see a window listing all the objects you have in storage. You can drag items to and from your interface into the bank just as you do any other trading transaction. See the world notes for locations of the Vault Keeper NPCs. Please note that you can store only objects in the Vaults - since money does not have weight, and you do not drop it on death, there is no need to store money in the vault. Currently, the vault window shows money slots at the bottom; these are erroneous and should not be there. We'll fix that soon.
- The "mini-friends" button on the character sheet has been renamed "Friends".
- Berserker Frenzy has been changed. Now, when Berserkers are Frenzying, they will critical hit every time they hit an enemy, which significantly increases their damage output. All levels of Berserker Frenzy currently act exactly the same; we will be addressing this over the next couple of days.
WORLD NOTES
New Dungeon:
"Koalinth Tribal Caverns" Hibernian dungeon levels 20 - 30
Koalinths are a coastal / marine species of hobgoblins. A tribe of Koalinths have migrated from their traditional homelands which are under the sea off of the coast. They have taken over a series of caves and ancient tunnels near the Cliffs of Moher. From here they stage hunting raids on nearby settlements, and can still reach the sea easily to communicate with their homeland. It is unknown why these creatures are moving from their natural element to invade the lands of Hibernia, which until now they have largely avoided. The fact that they would undertake such a drastic move hints at darker powers.
Storage Vault Locations
Albion
Camelot: Lord Urqhart - in the palace
Adribard's Retreat: Trulion Vrundon - in one of the shops on the boardwalk
Castle Sauvage: Earl Grael - in one of the corner towers
Hibernia
Tir na Nog: Bhreagar Hylvian - In the palace
Connla: Ghearic Chauclon- By the tower across the river
Druim Ligen (connacht) Yralun Trallae - in one of the upper rooms
Midgard
Jordheim: Jarl Yuliwyf - In the Great Hall
Gotar: Yakryl - In the guard post on the road to Myrkwood
Vindsaul Faste: Hralyvar - in one of the upper rooms
SPELL SYSTEM CHANGES
- Thane and Champion shouts are now working properly. They can no longer be interrupted.
- Shouts should no longer show erroneous print messages.
ART CHANGES
- Some siege weapons have been update so as to appear better on uneven terrain. Their textures have been updated as well.
- New monster skins and models have been added.
==============================
Dark Age of Camelot
Version 1.28 Release Notes
October 8, 2001
==============================
ANNOUNCEMENTS
- The Dark Age of Camelot beta program will end Tuesday morning October 9th. We expect the first group of paying players to start arriving around then. Thank you all for your wonderful support of Camelot over these last 12 months - without your input and support, creating Camelot in such a short time and with such great results would not have been possible. We humbly say "thank you" from the bottom of our hearts.
- We are extending the opportunity for all beta testers to pre-subscribe. You now have until Tuesday morning at 10:00am. Remember, only those testers who pre-subscribe will keep their characters on Pendragon.
- Characters on Galahad have been wiped. You'll still get 10x Exp and loot on it, until tomorrow morning, but now you can have characters in one Realm only. Please test this "one realm per server" change and see if you can break it.
NEW THINGS AND BUG FIXES
- Relics have been added to the game. See the Relics section below for more information.
- Alt-tab has been disabled. Please note that the game will shutdown when you alt-tab or the game otherwise loses focus. This means that if Instant Messenger attempts to pop up a message while you are playing, Camelot will close. If you have a system event (i.e. disk defragging) happen while you are playing, the client will close. Basically, this means that you want to exit ALL programs before you run Camelot.
- You can now only have characters in one Realm per server, with the exception of Pendragon, which allows you to have characters in all three Realms.
- Thanes now have 2 training points per level (used to be 1.5).
- Some spell effects have been updgraded
- Many loot items that had "question mark" icons have been fixed.
- The Critical Shot ability icon was not displaying. This has been corrected.
- /tell has been added to the game and works exactly like /send.
- The /Realm command shows the status of which Realm controls all outposts and Relics.
- New Guild costs: 1 gold to form guild. 300 gold to pick an emblem. 5 gold to emblemize an item.
- *debug has been removed.
- Many style fixes have been implemented - some missing thrust weapon styles have been added in, as well as other fixes and tweaks.
RELICS
Relics are in, and placed in your Realm's Relic Keep, however there is currently a bug in the game which makes it impossible for enemies to open the Relic Keep door. This will be fixed as soon as possible. However, you can go to your own Realm's Relic Keeps and see the Relics.
There are six relics in the game (2 per Realm): one is a bonus to melee damage, and one is a bonus to magical damage. Note that we will be expanding the number of Relics per Realm in the future. Your Realm's Relics have no bonus to you, but if you go to another Realm and capture their Relics and bring them back to your Realm's Relic Keep, then you will get their bonus. Please note that you must have your two Relics safe in their Keeps before you can take another Realm's Relics and thus acquire their bonuses.
Please note that we will be fully documenting the Relic system in a special user's guide that we will make available to the Camelot community. Expect this in a few days.
Relic Locations:
Albion:
Merlin's Staff - Power Relic - Snowdonia Relic Castle
Excalibur's Scabbard - Strength Relic - Forest Sauvage Castle
Hibernia:
Cauldron of Dagda - Power Relic - Mt. Collory Castle
Lug's Spear of Lightning - Strength Relic - Cruachan Castle
Midgard:
Thor's Hammer - Strength Relic - Uppland Castle
Horn of Valhalla - Power Relic - Yggdra Castle
SPELL SYSTEM CHANGES
Thane Changes
- Increased the duration of Thunder's Bash line to be 5 minutes like the self str buff.
- All Thanes should now have a 30 second timer for the Thunder Bellow line.
- Thunder Shout line should now do damage.
Hunter changes:
- Speed of Prey line should no longer be interruptable.
WORLD NOTES
Campacorentin Forest:
- Urfgrat the Green's path has been modified to move him and his posse away from the newbie areas. He and his group can now be found in south Camp. Forest
- Low level Trainers in Albion will now give the correct quests.
- Bishop Burhoff's Curse. Brother Bishop is no longer summoned through the quest but is now a night spawn. The quest has changed slightly; read the quest journal for instructions.
- Monsters across the game have been getting their spell casting abilities tweaked, if your favorite monster has changed the spells he casts, this is why.
OBJECT NOTES
- The bug that caused newbie armor not drop should be fixed with this patch. Note: this bug was also causing dungeon armor not to drop as well.
- The Undead Halls in Hibernia are now itemized, item levels 10-16.
- Albion and Midgard should now have icons for almost all their items. Hibernia is soon to follow.
==============================
Dark Age of Camelot
Version 1.30 Release Notes
October 15, 2001
==============================
NEW SERVER
- Kay was brought up this morning and is now available for your gaming pleasure.
BUG FIXES
- Some Thanes who didn't train in their Hammer skill as a Viking (their pre-5th level class) did not receive their proper Hammer level 2 combat style (Thor's Anvil). This has been fixed. All Thanes should now have this style if they have at least 2 trains in Hammer.
WORLD NOTES
- A new Hibernian horse route has been added : E. Lough Derg (farm) to Ardagh.
- Minor Faction Adjustment - Midgard. The hobgoblins in and around Gotar and Myrkwood have joined Clan Smyga.
- For races that start in Howth (Hibernia), an optional, shorter "Learn the Paths" Level One quest has been added. Players will now be given an opportunity to complete the quest without having to travel too great of a distance. Those currently on the quest can go back and choose this option.
- The merchant Kylie in Shannon Estuary (Hibernia) will no longer spawn in the water.
- Sentinel Maitias (Hibernia) will now attack monsters.
- The resistances of Plate type monsters, Chitin monsters (Insects), and Ice monsters have been adjusted:
- Plate and Chitin monsters now have no innate bonus or resistance to thrusting weapons.
- Ice monsters are now vulnerable to thrusting weapons.
OBJECT NOTES
- Keltoi Lair dungeon monsters now drop items as well as cash. Item levels are 21-26.
- All newly purchased arrows and poisons should be stackable to 40.
- Annoying Lucradens in Hibernia now drop armor.
HELP
- If you need basic help playing the game, try the player-run advice system (type /advice). If you have a customer support issue in game, use the appeal command (type /appeal) to get in touch with Customer Support. For web-support, go to http://support.darkageofcamelot.com.
==============================
Dark Age of Camelot
Version 1.32 Release Notes
October 19, 2001
==============================
ANNOUNCEMENTS
The Appeal System:
In order to take care of the issues that are having a serious impact on your game-play, the Customer Support department is prioritizing these critical issues above all others. If you have "How do I..." types of questions, these can all be answered either by using /Advice, searching our website, or on one of the many fan-sites on the Internet. Please be aware that if you send "How Do I ..." types of questions in an /Appeal, they will not be answered at this time. We hope to be able to help you with these types of issues again in the future. Thank you!
Naming Policy:
There have been some changes to our naming policy, and specifically how we deal with violations of it. Please read the revised Rules of Conduct, so you understand how this works.
The Advisor System:
If you would like to help your realm-mates with common questions that they may have, try becoming an Advisor! The Advisor System is setup so that players with more than 15 hours of played time, can choose to help others in their realm. Simply type /Advisor, and you will be flagged so that others know you are willing to help.
E-Mail Support:
If you have sent an e-mail to support@darkageofcamelot.com, and have NOT been contacted by a technician, please send us another e-mail now. We believe that some e-mails were not received correctly, and have implemented some features to make sure that this will not happen again.
NEW THINGS AND BUG FIXES
- All Rogue classes (Minstrel, Scout, Infiltrator, Hunter, Shadowblade, Ranger, Nightshade) can now train fully in their weapons. Previously, they could not train more than half their level in primary weapon skills.
- Midgard Seers now start with a training shield.
- Midgard Warriors now properly recieve the Thor's Anvil hammer combat Style.
- Poisons above 10th level now work ('proc'), and should be much easier to apply and resisted far less. Please note that applying poisons to a weapon is now based on your specialization level in Envenom. If you have 10 trains in Envenom, you can apply 10th level poisons, but not 11th level poisons, and so forth.
- There was a potential crash bug when entering cities while it was raining. This did not effect too many players, but it has been fixed.
- By default, new players will now see all private send messages in all chat tabs. Please note that you can configure your chat interface to NOT show these messages, if you wish. Existing characters will not see this automatically; you'll have to configure it manually.
- You are now able to shift-click on values (i.e. when selecting coins out of your inventory) to increment by 10's.
- When trading coins, you can now "make change".
- The guild officer and alliance chat colors are now on different channels, so you can set them to different colors if you so choose.
- The Performance Meter has been added. There are three indicators: Packet Loss, Latency, and Frame Rate. Green is good, yellow is ok, red is poor. Use Shift-P to display it (it has two states, small and large).
- Camelot now supports an on-screen graphical compass. Use Shift-C to toggle between no compass, small compass, and large compass. You can set transparancy on this window if you wish.
- Class name should no longer overwrite level in group window.
- NPC Interaction window now uses the large text font, so you can actually read it at high resolution.
- The Pet Window now absorbs left-click (you cannot click through it).
- Datagram bandwith used by the game has been optimized and reduced.
- Players were sometimes invisible to other players in the outside zones. This has been fixed, although we have a similar bug that is NOT fixed in the cities.
- Buff and hit point updates on the group window should now work correctly and more timely.
- You can now "delve" items to get additional information on their magical and other special properties, including which class can use them. Right click on an item to see its standard information in the small object window, and then use the "Delve" key (default is shift-I) to see summary information.
- A confirmation dialog has been added when items are dropped.
- The default quicksell key (shift-s) no longer forces the camera to look up.
- A bug in the name checker allowed players to create duplicate names, in some circumstances. This has been fixed.
- The lag time-out has been increased from 30 to 60 seconds. Players should not get disconnected as often now. Additional streamlining of the datastream has been implemented as well.
- You now have to type "yes" when deleting a character. There should be no more "I accidentally deleted my character" events.
WORLD NOTES
Albion:
- The convert guards and Dwarven Priest in Camelot Hills are no longer charmable.
- Better better directions added to the Thinking Cap quest
- Sir Graide and Sir Jerem in the Guarding the Stone quest are easier to talk to now.
Hibernia:
- Blackthorns now accompany the lunantishee in Hibernia.
Midgard:
- Ulga moved slightly closer to road as Ulga was spawning to deep within a group of higher levels.
- The epic for the Viking classes is now up on Pendragon. This will allow players to continue and finish their epic.
- Denise no longer gives out directions from Mularn to Mularn. Any players that may have been stuck on the Lvl 11 shadowblade quest, Jewel Hunt, at the point where they need to speak to Denise, can now talk to Denise and complete their quest.
- Throwing daggers in Midgard now have the correct icons. Sorry, no more throwing worms or bags at your enemies!
- Bowyer's Draw quest now gives out the reward. Also, the level of the quest has been raised to reflect the monsters involved in the quest. Players currently on the quest will not be affected by the level being raised.
General:
- A few creatures in the world have become a little more talkative.
- Appropriate effects should play for monsters with spells or special abilities
- The weeping willow, envy drakeling, and silverscale drakeling are now slightly weaker.
- Guild registrars in all three realms now give instructions on how to fashion a guild.
==============================
Dark Age of Camelot
Version 1.33 Release Notes
October 23, 2001
==============================
NEW THINGS AND BUG FIXES
- /ignore is now in the game, which allows you to cut off all communication with a player who is bothering you. Use "/ignore" by itself to see a list of characters that you are ignoring. Use "/ignore " to add a player to the list, or to remove that player from your ignore list if he is currently being ignored by you. Please note that ignore lists are based on your character, not on your account, so you can have different ignore lists for all your different characters. One of your characters can have up to 20 players ignored at once.
- The /AFK command has been added. This sends a message to anyone that tries a direct send to the player that they are away from the keyboard. It also flags you on the "who" list as being .
- The /FRIEND command has been changed such that it works across regions (you can add and remove friends across regions/cities/dungeons).
- Firbolg sitting and casting animations have been tweaked so their arms and hands don't stick through their shields.
- When enchanting an item at a NPC enchanter, you now get a confirmation dialog box with the amount it will cost.
- In order to alleviate the extremely long times to level between levels 40 to 50, we've added a "level step" at the halfway point for each of these 10 levels. At this "level step" the player will gain extra skill points to raise skills, will have his death "floor experience" reset to the halfway point, and will have his "low exp death" for the level reset.
- We've made some fixes to the /STUCK command. It should work far better when you get stuck in a wall or stuck falling through a geometry.
- We've fixed the autoreply feature when using the /ADVICE command. When replying to an incoming ADVICE message, you'll automatically reply on the ADVICE channel.
- The /ADVICE command now presents the user with a popup window listing up to 25 available advisors (it used to scroll by in the chat buffer).
- When a player uses the APPEAL command, they now get a popup dialog asking if they really want to appeal. The dialog tries to direct them to use the /STUCK command if they are stuck or the /ADVICE command if they wish game advice.
- When a spell is resisted, a mage only loses 1/2 power.
- When killed on horseback, your corpse should no longer be stuck to the horse.
- Continued bandwidth reductions on various messages.
WORLD NOTES
Albion Quests:
- Players stuck on the Slythcur Cloak quest in Albion can right-click on Anga Weaver to recover and continue their quest.
- A new level 30 Albion quest added
Hibernia Quests:
- Players having trouble with the Way of Magic, Learn the Paths quest in Hibernia: Some changes have been made to journal entries for step 2 to clarify matters. Re-read your journal entry for hopefully better instructions.
- Another tailoring merchant, Darcy, has been added to Tir na Nog in Hibernia near the other tailoring merchant, Saffa, due to the large amount of players swarming the one merchant. This should alleviate that problem somewhat.
Midgard Quests:
- A Level 21 Midgard quest for Hunters, Shamans, Thanes and Skalds is up on Pendragon for testing.
- The rogue epic can now be completed to 30th level.
- A new level 42 Midgard quest has been added.
- 25th and 30th level portions of the Runemaster/Spiritmaster (Midgard) epics are now online.
- The level 25 Healer/Shaman epic in Midgard is now up for testing. See your trainer or read your journal for details!
- The Troll Flayer protecting Galplen in Midgard now patrols the town as intended.
Misc:
- More Focus Item stores have been added to all 3 realms.
Midgard:
Runemaster:
Ysunoic - Galplen
Raelyan - Town of Mularn
Merwdda - Vasudheim
Elengwen - Huginfel
Niniver - Fort Atla
Spiritmaster:
Curka - Galplen
Lyna - Town of Mularn
Clena - Vasudheim
Alyllyra - Huginfel
Merarka - Fort Atla
Hibernia:
Eldritch
Lavena - Tir na mBeo
Brenna - Ardagh
Glyn - Connla
Glennard - Innis Carthaig
Iama - Alainn Bin
Keir - Caille
Creirwy - Ardee
Mentalist
Liadan - Tir na mBeo
Torlan - Ardagh
Bryanna - Connla
Amynda - Innis Carthaig
Emhyr - Bog (Siopa)
Brynn - Caille
Naomhan - Ardee
Enchanter
Illaliel - Ardagh
Sedric - Mag Mell
Edmyg - Connla
Crayg - Innis Carthaig
Aisling - Alainn Bin
Ariana - Caille
Daron - Ardee
Albion:
Wizard:
Doreen Egesa - Cotswold Village
Eabae Egesa - Ludlow Village
Loretta Egesa - Lethantis Association
Daisi Egesa - Adribard's Retreat
Theurgist:
Cudbert Dalston - Cotswold Village
Farl Dalston - Ludlow Village
Gery Dalston - Caer Ulfwych
Graeme Dalston - Adribard's Retreat
Sorcerer:
Cauldir Edyn - Cotswold Village
Calldir Edyn - Ludlow Village
Norvel Edyn - Lethantis Association
Wylie Edyn - Adribard's Retreat
Cabalist:
Odelia Wyman - Cotswold Village
Andrya Wyman - Ludlow Village
Elga Wyman - Lethantis Association
Wina Wyman - Caer Witrin
SPELL SYSTEM NOTES
Please note that some of these fixes have already been deployed to the live servers.
- Wizard, Sorcerer, Cabalist, Theurgist, Spiritmaster, Runemaster, Eldritch, Mentalist, and Enchanter self AF buffs have been re-tuned to provide a smoother curve over the life of the character. Now, the lowest versions give slightly less benefit, but the higher level ones give substantially more armor factor bonus.
- Changed a number of spell effects to upgrade and/or use the proper realm's graphical effects and animations. Please note that we continue to work on streamlining casting effects.
- There was a bug where some types of "debuffing" spells were never resisted. This has been fixed. You will now notice that some of your debuff spells will be resisted just like any other spell.
- Most resisted spells now only take half spell power, instead of the full cost. Please note that this does not apply to "Bolt" spells.
- Fixed a bug that was causing unintentionally increased power costs for direct damage casters.
Thane changes:
- Lowered timer on Toothgrinder's Hoof to be 20 seconds, so you now can cast this spell more often.
Skald changes:
- Slightly increased damage on Warcry and Battle Whoop lines.
Theurgist changes:
- Due to the high power regeneration rate at lower levels, the power cost for the level 1 elemental summons has been increased.
Spiritmaster/Enchanter changes:
- Increased power cost of pet-only heals.
Magician changes:
- Aura of Turning line in the Way of the Moon list has had its power cost corrected.
OBJECT NOTES
- The Vendo Caves are now itemized. Item levels 22-33.
- Midgard Warrior Guild track quest items for 20 and 25 have been flagged as Warrior only.
- Jewel of Dark beauty backstab changed to critical strike.
- Hollow Breastplate in Albion now has stat bonuses.
- Silvered staff in Hibernia should now work properly.
- Ceremonial cloak in Hibernia is now wearable and takes Emblems.
- Hunter's Broadsword in Albion now uses the Slashing Skill.
- Mantle of Insight in Albion should now be able to be equipped.
- Belt of Misdirection in Hibernia should now be able to be equipped.
- Skeletal minions in Hibernia should no longer drop Roman items. They will now drop Realm-appropriate loot.
==============================
Dark Age of Camelot
Version 1.34 Release Notes
November 1, 2001
==============================
NEW THINGS AND BUG FIXES
- When a player disconnects from the server illegally (either via ALT-TAB or by going linkdead), their character stays in the world for up to 45 seconds. They can be attacked by enemy players and NPCs during this time.
- By popular demand, you can now toggle the bad word filter on and off with the /FILTER command. This is saved on a character by character basis. Please note that the filter is on by default.
- There is a New APPEAL interface. You are now presented with a number of options (Advice, Stuck, Harassment, Conduct Report, Bugreport and Appeal). This should reduce the number of spurious appeals that get sent to Customer Support.
- When a player has an appeal, they get a dialog box when they enter asking if they wish to refresh the appeal or cancel it. If you have any old appeals in the system that have been resolved, please delete your appeal. If you still need help with that appeal, then refresh it.
- You can now see specific spell information in-game. Right click on the spell and use the "info" button to get more information about the spell, such as level and type.
- When your inventory is full and you are given a quest item, you now get a dialog telling you the item was dropped on the ground in front of you.
- The QUICKPLAY options in the login client now save the servername the character belongs to (instead of the word Camelot).
- The number of tombstones in dungeons has been drastically reduced (we had a bug that wasn't properly clearing them). No longer will some dungeons look like a forest of tombstones...
- Monsters should no longer float like balloons under certain network conditions.
- Product timer window added with a timer bar for craftsmen. This should make it much easier to figure out when you are going to be done creating your object.
- Changes to Infiltrator, Shadowblade, and Nightshade (the "Thief" classes). See "Thief" section below for more information.
- The Berserker Fury skill has been changed. See the "Berserker Fury" section below for more information.
- When an incoming arrow is "bladeturned" or if it misses a spellcasting player, it will no longer interrupt that player's spellcast.
- When a targeted spell is resisted or a bolt spell misses, it will no longer interrupt a spellcast or bowshot.
- The /Cancelappeal command has been added to the game. If you wish to cancel an appeal that you have entered, just issue the /Cancelappeal command, and your appeal will be removed from the queue.
- Warden and Runemaster Bladeturn spells now work properly - i.e. they "go away" after the first attack is turned. An unintended bug made Wardens and Runemasters who cast their bladeturn spells invulnerable - this fixes that problem.
- There was a bug where players being powerleved by a group of higher-level friends were, under certain circumstances, being given more experience than their cap allowed. This bug meant that players could be leveled by groups much faster than we intended. Our policy is still to openly support leveling of friends, but we want to make sure it is happening within reasonable guidelines; hence the change. This change will not effect solo play or standard (i.e. where everyone is within the same level range) grouping at all.
- The group information window should - finally - update properly, with the right information and display that info quicker.
- Fixed a bug where shields in poor condition did not block correctly. This has been fixed; you should now see a higher number of blocks.
MAGIC SYSTEM CHANGES
A bug was introduced in last week's patch that allowed all healing spells to be cast at half spell points, meaning Clerics and other healers to cast their spells at much less cost than intended. This bug was actually fixed directly on the live servers on Friday, so today's note is just an FYI. In the future, we will release patch notes whenever a spell is changed; sadly that did not happen last week. We apologize for the confusion.
THIEF CHANGES
We've made the following changes to the Thief classes (i.e. Nightshade, Shadowblade, Infiltrator):
- Thieves have had their Evade skill substantially enhanced. They now receive Evade II at 5th level, Evade III at 10th level, and then the next level of evade every 10 levels after that (20th, 30th, 40th, and 50th). A new level of Evade, VII has been added, which Thieves will receive at level 50.
- Backstab Critical Strikes now will almost never miss, if fighting a target monster (green, blue, yellow), and will have a much higher chance of hitting a higher level mosnter than they previously did.
BERSERKER FURY CHANGES
Berserker Fury now does not take Endurance Points to use. It can be used once every 10 minutes. When turned on, you Critical with every shot, but lose all defensive skills (i.e. Parry, Block, Evade). You will deal out lots of damage, but will take lots as well. It lasts 20 seconds.
PROTECTING AGAINST ARCHERS
We've heard of a lot of confusion and dismay about the relative power of archer classes in PvP, especially against Mages. For those who aren't aware, "Bladeturn" spells (which Theurgists, Wardens, and Runemasters receive) work against arrows (as well as any other type of non-magical attack as well). Bladeturn spells nullify an attack - and can be cast on any player. It would behoove a group going into PvP to have bladeturn protection spells on all their spellcasters.
OBJECT NOTES
- The level 20 Nightshade epic reward (the cloak) had its level incorrectly set to a much higher level than intended. This resulted in the cape having higher bonuses than a player that level should have. Now, Nightshades completing this quest will receive a cloak with more appropriate bonuses.
- The Spindelhalla Midgard dungeon is now itemized. Item levels 36-50 now drop from monsters.
- Crawlers in the Vendo Cavern should now drop snake loot instead of lizard loot.
- The Runewood focus staff of Void now has its Void spec level higher than its Mana spec level.
- The Grizzly Skin Cloak from Midgard is now able to be equipped.
- The Kobold Ring in Midgard should now have a ring icon.
- The Woven Elemental boots should now be Armor Factor 63 (cloth type armor).
- The Chitin Ring had the additional Quickness stat changed to Piety.
- The Ornate Studded Vest can now be dyed.
- Mantle of Forgotten Prowess now has Dex/Emp instead of Dex/Piety.
- The Fire Threaded Cloak can be dyed now.
WORLD NOTES
Albion
Quest - Legend of the Lake FIX
If the 15th level portion of this quest was performed by individuals over 20th level, then you did not receive your quest item and EXP. You can now return and right-click on Lady Nimue to receive the missed item and EXP. Missed items included: (Armsman-Sleeves of the Stoic, Scout-Gauntlets of Archery, Theurgist-Necklace of Elemental Influence, Friar-Soft Leather Traveler's Leggings)
Quest - Hands of fate
The Shade of Ambrosius Aurelianus was not properly spawning as players approached. The shade should now respond to players as intended.
Quest - Rebellion Accepted - Albion
The Arawnite Assassin within Snowdonia Keep was spawning and running directly to kill Sir Rhodri with no regards to player on quest. The assassin should now function as intended. Be prepared for a fight!
Hibernia
- A level 27 Hibernian quest has been added. See your local Filidh for more details.
- The level 9 Hibernian quest Clik's Raids is now open only to Blademasters and Heroes, the only two classes that can use the reward.
Midgard
Quest - Hole of the Dead
Viking type classes were receiving a Dwarven Glima from Frimeth in Vasudheim which had no bonuses. He should now pass out the proper reward. For players who have completed this quest and received the object titled "Dwarven Glima", please return it to Frimeth in Vasudheim. He will swap it for the proper ring "Dwarven Glima Ring".
Misc Quest Items
Realm medallion stores - The medallion stores within the off-realm portal forts work properly now. They should only sell you a medallion to return to your home realm.
A NOTE ON SHIELD USE
If you are a shield user, you have always been able to block arrows with your shield; however, we never properly documented how to do this. Here's the scoop:
To use a shield to block arrows:
a) Enter combat mode
b) Face in the direction of the archer
c) To dramatically increase you block chances, use the Engage skill, if you have it.
The base chance to block a same-level archer is 30%, if your shield specialization is maxed for your level this can reach 60%. Quality and condition act as modifiers to this chance, if your skill-based chance was 50%, your Shield had a quality of 90% and a condition of 88%, then your actual chance to block would be 40%.
Using the Engage skill gives a base 95% chance to block arrows fired by your target. How many archers you can block attacks from is determined by the size of the shield, the same as Melee targets. You can Engage one archer and still get normal blocking chances against other archers you are facing, if you have a Medium or Large shield. Essentially, Engage works exactly the same against arrows as it does against melee attacks.
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Dark Age of Camelot
Version 1.35 Release Notes
November 8, 2001
=============================================
UPDATE (November 9, 2001)
======
Just a quick note to tell you all that we've found and fixed an unbalancing bug in dexterity debuff spells. This will have an effect on all spellcasters who use these spells - we apologize for your inconvienence.
The bug was causing monsters to be debuffed at 10 times the amount they should have been. By high levels, these dexerity debuffs would incapacitate the monster so much that they would not be able to hit anything, making it obviously far too easy to kill extremely high level monsters, because they couldn't fight back. We've fixed this, so now you'll notice that your dex debuffs will be less effecitve against monsters - but they will now be much more fair.
Please note that this change will not effect Realm vs. Realm combat at all - it will only effect player vs. monster encounters.
Also please note that no characters who took advantage of this (and you know who you are...) will be "rolled back" in experience points. We're just going to fix the bug; nothing else.
UPDATE #2 (November 9, 2001, 2:10PM EST)
=========
Albion Quest: Walelden's Pendant
Players who did not receive the skins for Walelden's Pendant and are on step 9 can return to Eiddin to receive them. Players who are on step 10 should see Kealan at Campacorentin Station to receive instruuctions on getting the skins.
NEW THINGS AND BUG FIXES
- Fixed platinum/mithril display problem on trade windows. It should all be working correctly now.
- You can now set the "You've been hit" message to a different color (red is now the default).
- Some pet health bars were still showing up in the pet health window after the pet was released. This has been fixed.
- Strength buffs cast on a player while he is encumbered now immdediately affects encumbrance.
- High-level Spiritmasters (40+) should now have all missing spells restored.
- When sending to a "best fit" name, if there is more than one fit, the server will tell you that the name is not unique (it will no longer send to the first best-fit match).
- The chatgroup and friends commands now require that you type in an exact match for the user's name. Previously it worked on "best fit".
- You should no longer get the "All chat groups are full" message
- Loot dropping on slopes in dungeons should no longer fall through the floor.
- When you zone, you now stay on your selected chat window tab.
- Stores now show correct Platinum and Mithril (x1000 instead of x100)
- When you release a pet, the pet's health bar no longer remains on screen.
- When switching chat tabs with full chat buffers - random messages are no longer printed at the bottom of the buffer.
- When you scroll down in the Trade Skill window then switch trade skills, the window resets to the first page.
- Light teal enamel no longer causes funkiness in the character selection screen (would force a robed figure)
- Buffs that are refreshed no longer inherit blinking from previous buffs.
- Off-hand usable and two-handed is now shown when right-clicking on an item in a store.
- Bard-type classes can now drop instruments in their ranged weapons slot to more easily switch between them.
- Bard-type instruments with stat buffs now correctly add in to a player's stats when the instrument is held.
- Bard-type instruments should now "con" correctly. They also show correct condition, durability, etc.
- You cannot FOLLOW or STICK to an opponent unless you are relatively close to them. A STICK now breaks if the target gets outside of a certain range.
- A new command has been added, /FACE, that allows to you auto-face a target (for mages and archers).
- DPS instead of Damage is now shown when right clicking on weapons.
- You can now click on other monsters and players while you are /FOLLOWing a target without breaking the follow.
- Class names now show the first four characters (instead of the first three) in the looking for group window.
- Pets should now properly award realm points in RVR combat when they strike the killing blow.
- Pets now should trigger task kills on task monsters when striking the killing blow.
- When you right click on an item and sell it - the item now correctly disappears from the quickview window.
- The /MACRO command has been changed to be /MACRO [name] [text] to allow you to better name your macros.
- Magical item levels now show properly in the quickview window.
- When you hand in a shield to be repaired or enchanted, the shield is now re-readied properly in your left hand.
- Stats over 200 (when buffed) now print properly in the character screen.
- The "open door" key selects a monster as the target when he is in front of you (if there is no door).
- Repair cost of fast weapons has been reduced since they lose condition more quickly.
- In a city, the /STUCK command takes you to a safe spot in the middle of the city when you are stuck.
- Consignments no longer count towards the max number of tasks you can do for a level.
- You now get a dialog confirmation when choosing your trade skill profession.
- Archer classes now have a chance of becomming visible when they nock their arrow. The way it worked up until now is that archers would always be invisible if they were using stealth until they fired their bow. Now, a skill check is performed when they "nock" their arrow. If they fail the check, they become visible. The chance to become visible is based on their specialization in Stealth. On normal (i.e. NOT critical shots), if they are 50% specc'ed in stealth, they will have a 50% chance of becomming visible; if they are 100% specc'ed, they will have a 100% chance of remaining hidden. On Critical Shots, the chance is the same as a normal shot, minus 20% - so an archer max specced in stealth will have an 80% of remaining hidden after nocking his bow. Please note that in all cases, an archer will become visible once the shot is actually fired.
- You can no longer hide when your arrow is in-flight (before it hits your opponent).
- You now will correctly block/evade/parry when not in combat mode. A bug was preventing you from using these abilities when not in combat mode.
- Cloth armor factors fixed - they were printing as too high for your level and were degrading too quickly as a result. They should now "con" and degrade correctly.
- Better /WHO filter - you can now type /WHO [TEXT] [LEVEL] to see people who match a certain text and level range. The Level range can be [1-5] or [10] or any combo.
- /FRIENDS command has been changed to work like the /IGNORE command. You now type /FRIEND [name] to add or remove a friend or just /FRIENDS to see you current friends list.
- When you are aiming a bow, you don't regenerate endurance.
- When attacking a keep door with a normal hand-held weapon (i.e. NOT a siege weapon), now the correct damage is printed - it was printing your damagex20 previously.
- As one Realm controls more and more keeps in an enemy frontier, those keeps will spawn fewer and fewer guards.
- Material text now prints correctly for Bardic-Class type instruments in stores.
- Enchanters were charging a bit too much for their services. This has been fixed - you'll note that enchanting armor/weapons is now cheaper.
- Enemy Realm guards should no longer follow you into a Realm's home area.
OBJECT NOTES
- Many new weapon models have been added. These are special weapons that cannot be purchased in stores. You can craft them or receive them as quest bounty. Please note that it will be a week or so before you'll start seeing them pop up in game; however, you are downloading them now.
- The Kobold Ring in Midgard is now configured correctly. It was inadvertantly set to require 3000 trains in a random skill to now use.
- The Pitted Drake Talon in Albion should now look like a dagger.
- The Carved Sphene Ring in Hibernia now adds to the Piercing skill.
- The level epic Friar staff now adds to the Staff skill.
- The rest of the epic cloaks in Albion can now take emblems.
- The rats in Skona should now drop a tails that can be sold.
- The Flame Helm in Midgard can now be dyed.
- There were some items in the Spraggon Den and Ursine Lair that had resistances set too high. These items have been replaced with duplicates that have slightly lower resistances on them to bring them in line with all other resistance items. If you already have any of the original items the resistances on them will not be affected in any way.
WORLD NOTES
Albion:
- The leaky ceilings in some buildings in Camelot have been fixed, and it no longer rains in them.
- continued addition of high level encounters in the home region.
- The black lion and lioness in Camp. forest have been adjusted so they are more accessible.
- Minstrels can now perform quests associated with the Black Lions.
Midgard:
- a new horse route has been added in Midgard between Ft. Atla and Mularn (in both directions)
Duplicate Named NPCs in Midgard fixed:
-Hedin in Gna Faste is now Kedin.
-Hedin in Huginfell is now Ryden.
-Ingrid in Mularn is now Linna.
-Svala in Audliten is now Inga.
-Tait in E. Svealand is now Pater.
-Ozur in E. Svealand is now Tozur.
-Dalla of Jordheim is now Falla
-Bersi of Galplen is now Nyden
-Halla of Jordheim is now Anya
- Krek and Glum now give correct directions to trainers.
- Gordin Tuhan no longer spits out text not related to the quest.
- Halla gives out her quest now.
- The name Njessi is now correctly spelled in the Silent Death Quest.
- Sapherds, pine imps, and wood imps have experienced a time of weakening. Their melee offense, defense, and their hit points have been tweaked down a bit.
- QUEST: Grenlock Clan's Epic and Reach of the shadow
There existed a problem with certain players who were on step two of the Grenlock Clan's epic and who needed to kill Ulga to complete the Reach of the shadow quest. Players can now complete Siv's Spirit quest (the bulk of Grenlock Clan's step 2), and return to kill Ulga to finish off the Reach of the shadow quest.
- QUEST: Shadowblade level 11 Quest: Jewel Hunt
Some players were not able to get their level 11 quest. If you are a Shadowblade above level 11 and did not receive the Jewel Hunt quest at level 11 from your trainer, you can now go back to your class trainer and right-click on him. Completion of this quest will now allow you to get the rest of your Epic Quests.
Hibernia:
- The leaky ceilings in some buildings in Tir na Nog have been fixed, and it no longer rains in them.
- The roaming merchant Achaius in Lough Derg is now set so he'll pretty much follow the road rather than roam the
countryside.
- Added two more named guards: Sentinel Eimile in Ardagh, and Sentinel Moya in Ardee.
- Added poison venders in the nightshade training room in Tir na Nog.
- Players on the Balance of Nature quest were supposed to remove the creature Sabha by offering it fish. The trainer wasn't giving them fish, so they were just killing Sabha rather than talking. Players that are on that step but don't have fish to give Sabha can see Caoimhe, in Ardee, for some fish.
-Some adjustments are being made to the parthanan fields. Currently, only one (Lough Gur) of the four parthanan fields has been adjusted. More adjustments to that field and the other fields will make their way into the zone in the near future.
SPELL NOTES
- Spiritmaster pets now look Norse.
- Increased damage of Skald battle shouts.
- The lines of the Warden spell Nature's Ward with different target types no longer overwrite each other. This means you can now have the self-cast bladeturn and the "cast on others" bladeturn.
- The Enchanter spell Lesser Disenchanting Emission is now awarded at L16. This isn't the perfect level since the next upgrade comes at L20 (instead of 21), but it is now at least available. Note that the name of this spell, and the one following have had their names changed to Lesser Disenchanting Emission and Disenchanting Emission.
- Area effect upgrades to Healer and Shaman stun and mesmerize shouts no longer overwrite the non-area effect versions.
- The area effect versions of the Bard Lullaby no longer overwrite the original non-area effect version
- Theurgist pets should now work correctly in Dungeons.
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Dark Age of Camelot
Version 1.36 Release Notes
November 15, 2001
=============================================
UPDATE (16 Nov., 17:30 Eastern)
======
Factions - All Realms:
There was an faction error assigning positive faction gains to groups. All members of a group should now receive a positive faction hit, not just the player getting the killing blow. Those responsible for this mistake have been forced to sit inside with shades drawn on this beautiful fall day.
Dverge Faction (Midgard): There was an error in repairing dverge faction - which has been addressed. It is now easier to raise dverge faction. Those who had previously raised their dverge faction should now be able to complete the quests involving the dverge.
Quest: Slevin's Powder (Hibernia) Players on step two of Slevin's Powder should now be able to complete the step by following the journal entry instructions: Speak with Slevin about [Roane Maidens].
Quest: Widower's Hunt (Midgard): Players stuck at step 4 of Widower's Hunt can now return to Yver in Haggerfel and continue to the quest by right-clicking on him. Dreadkane Dwarfeater will now be easier to find.
BUG FIXES
- We found and fixed a server problem that was plaguing communication (groups, who commands, guild chat, etc.) across zones on many different servers last night.
- We fixed some lingering group bugs that caused random players in the group window to become "grayed-out" randomly, even if they were in the same zone.
- There was a weapon in Hibernia (the Pestilent Sickle) that had its quality inadvertently set far too high, resulting in the weapon hitting for max damage every time it hit an enemy. This has been fixed. The fixed weapon will now drop as loot, and all weapons in player's inventories have been converted to a more appropriate quality.
WORLD NOTES
Hibernia Quest: Anxious Healer:
A fix has gone in for players stuck on the Anxious Healer quest. This will fix the problems for players who have already turned in Lashold's Claw to Kimba but are still being told to turn in Lashold's Claw. Players at this step should go back to Kimba in Lough Gur and right click on her. They will then be able to continue on the quest.
========================
NEW THINGS AND BUG FIXES
- Spell icons have been completely revamped. You should now have more interesting and different colored icons for your spells. This should make it much easier to distinguish between them when you have them readied on your Quickbar.
- Groups no longer disband when entering dungeons or cities and when crossing into other realms. When a single group member moves across regions, you will see him grayed out in your group window.
- The Realm vs. Realm bug when using mesmerization spells against players has been fixed. Previously, casting mez on a player would have a relatively random effect. Now, if you are mesmerized, you cannot move or fight, but any damage taken or a healing spell cast on you will "break" the mez.
- Dexterity debuff spells have been fixed. Now, any monster that has a debuff cast on it will take more damage than it otherwise would have.
- The /WHO command will no longer show duplicate entries for players who have crashed.
- You can now get additional information on Merchant items with the INFORMATION key (Shift-I). Do use this, right click on any item in a merchant's store inventory, and then press shift-I.
- Items that buff resistance to damage types (slash, thrust, crush) now work correctly. Previously, resistance items were not applying the proper bonus.
- Poisons now show their level in the object information window.
- You should now be able to right-click on all your spells to get information about them. Previously, some spells did not show information when you right-clicked them.
WORLD NOTES
Hibernia Quests:
Quest: Sile's Sight:
Players currently on Sile's Sight quest that can't get Sile to respond need to increase their faction with the Empyreans before they can continue the quest. Once they increase their faction, they will be able to continue the quest with no problem by simply returning to Sile. For players who haven't received the quest yet, a line of text has been added telling players with bad faction that they must make peace with the creatures of the Veil. It also kills the quest, so players won't have it stuck in their pending queue forever. Players can get the quest again once they regain faction.
Quest: West Wind:
Players on step two of the West Wind quest that have received Scuttle's Tooth rather than a letter should return to Tiarnan in Tir na Nog. Tiarnan will give out the correct item to players who return to him.
Quest: Moonstone Epic (Enchanter, Champion, Bard and Nightshade):
For players on the Moonstone Epic: The enchanter in Innis Carthaig will no longer despawn when he reads the letter given to him by players on step 10.
Albion Quests:
Quest: Traveler's Way - Dwarf raid
Some players were not able to obtain Traveler's Way - Dwarf raid quest if the were also on the Ripper quest. This has now been fixed.
Quest: Long Lion Fang
Players were not able to turn in their Long Lion Fang to complete quest. Players can now finish their quest as indicated in their journal.
Midgard Quests:
Quest: Svartmoln's Appetite:
Runemasters and spiritmasters will now receive boots they can wear from the quest Svartmoln's Appetite. Casters that have the leather boots may return to Kyba in Vasudheim to exchange their boots for cloth ones.
Quest: Cargila's Blessing:
Players can now complete Cargila's Blessing. Players who have already killed Cargila and have the item should return to Geiri in Nalliten to complete the quest. Everyone else should follow the directions in their journal.
Quest: Furf's Reward:
Ullaria no longer gives out the Furf's Reward quest. Players who received the quest from her should go to Dalla in Gotar to finish the quest.
Quest: Silent Death:
The item crafters in the Silent Death quest now give you a weapon based on your class. Going link dead will not prevent you from getting the correct item. There is now an arrow vendor in Svasud Faste.
Quest: Zrit-Zrit: Players who have received their item from Zrit-Zrit but still have the quest listed in their journal as pending can return to Gautr in Gotar to have it moved to the completed list.
Quest: Young Fire Wyrm: The journal entry for step 1 of the Young Fire Wyrm quest now gives the correct information.
Hibernian Objects:
The Mantle of Forgotten Prowess (Hibernia) can now be dyed and emblemized
Albion Encounters:
Faction on the Cornwall Farmers horse station has been adjusted. These farmers will now be aggressive if you have ruined your faction.
Travelers in Snowdonia Station report that the Black Mountains Goblins appear to be attempting to enslave a variety of beasts. Enraged and tortured beasts have been reported hiding in the hills, attacking all who come near.
Rumors in the alehouse of Cornwall Station are that the Yarleys have been hunting a strange new beast in the moors of Cornwall with no success.
The Arawnites may be spreading their influence. Cryptic writings at their camps in Snowdonia speak of scouts or missions sent to Llyn Barfog and Lyonesse, although Lord Prydwen's patrols report no new sightings in these regions.
Hibernia Encounters:
Be wary when hunting in any of the fields plagued by the parthanan menace. It is said that if they are angered, they have the ability for pool their energies together to become something quite frightening. This pooling of energies is somewhat rare but has been reported to happen at the most unexpected times.
Reports have come in from the Cliffs of Moher, Connaught, Lough Derg, Silvemine Mountains, and Shannon Estuary of sightings of creatures of abnormal size and abilities. While the creatures seem to be both rare and elusive, the local sentinels urge fellow Hibernias to use caution when traveling the less civilized areas of those regions.
The central area of Briefine is slightly more dangerous than it was previously.
Midgard Encounters:
The duegar tjuv and Danin spawns in Spindelhalla have had their frequencies increased.
Fishermen out of the Gotar region report that they've seen great creatures out at sea that occasionally emerge from the depths. However, those sightings have been getting closer and closer to the shore and civilized areas. Some local officials checked out the stories, but could find no evidence of any great creatures. The fishermen, however, are adamant in their warnings to be wary when near the coast of Gotar.
Reports of a one-eyed creature roaming near the vendo territory of Mularn have filtered in, but the sightings seem to be rare.
A drunken skald rushed in to Huginfel late one night and screamed repeatedly, "They fell from the clouds! They were everywhere!" When the guards were about to shove him off as some rambling drunkard, they were all suddenly stilled by an ear-piercing shriek that echoed throughout the land. When a group of hunters went to investigate the following day, they found that the land above Huginfel looked as if had been stampeded by hundreds of unknown creatures.
Wolverine hunters in Skona Ravine have gone missing at an increasing rate. Wild speculation of new beasts in the Ravine fills our taverns, although it may just be the mead talking.
Travelers in Muspelheim report that strange new spirits have arisen and haunt the passes at night, although these reports have not been verified.
The werewolf threat appears to be growing. Some unusually tough werewolves have been reported in Vanera Swamp, although there is no pattern to their sightings, our sages suspect they may just be scouting for new homelands."
OBJECT NOTES
- The Marvelous Cloak can now take dyes and emblems.
- Fixed a bug, that was causing shields to consider incorrectly. You may also find they block a tad more frequently as well.
- The level 4 ring quest in Hibernia was handing out level 8 rings. The reward has been made more level appropriate. The new rings are level 5. If you completed the quest previously, your ring will not be affected in any way.
- The Epic quest involving the Collar of the dead was handing out a level 35 item. This item has been replaced with a duplicate that is level appropriate for the quest. The new collar is level 27. If you received the level 35 collar it will not be effected in any way, and either collar should work fine for finishing the quest.
- All Instruments were greatly reduced in price and had their weight reduced slightly. The new price is 1/5 of what they previously sold at.
- Instruments of higher material types have been added to stores.
- The Golden Mithrian Necklace in Albion now has the correct icon.
- The Sturdy Leather Belt should now equip in the belt slot.
- The Mantle of Forgotten Prowess should now take dyes and emblems.
- The Rogue Captain's Pendant's second stat is now quickness, the item previously showed dex/dex/stealth. It now shows dex/quick/stealth.
- The faerie steed tail can now be carried.
SPELL CHANGES
- Eldritches, Mentalists, and Enchanters now have some low level spells in their specialization lists; they should no longer have empty lists on their characters.
=============================================
Dark Age of Camelot
Version 1.37 Release Notes
December 4, 2001
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CRAFTER NAMES
Now, when a player character crafts an item, their name will be attached to that item. If someone delves the item the crafter's name will be displayed as part of the item information.
REALM VS. REALM FIXES AND ADDITIONS
Here is a short description of Realm points, levels, and titles. There are 100 total realm levels, which are sub-divided into 11 ranks, each of which has a title and potentially a gift associated with it. When you gain your first Realm point (by engaging in RvR combat), you will be promoted to Rank 1, level 1. As you continue to fight in RvR, your next level will be Rank 1, level 2, and so forth. When you gain Rank 1, level 9, your next level gain will promote you to Rank 2, level 1. At Rank 2, you will gain a Realm Rank and a new title. You will gain these new titles and ranks at levels 10, 20, 30, 40, 50, 60 70, 80, 90, and 100. So, you must be 10th Realm Level (Rank 2) before you will see your Realm Title change.
Starting with this version, when you gain a Realm Rank, you will gain a 1 point bonus to each of your specializations per Rank. This begins at realm rank 2. So, a player of Realm Rank 5 would have a total of +4 (i.e. one per realm rank after the first) to all his skills. A maxed-out RvR player would have a +10 to all skills. Please note that this acts just as if that player has a magic object that "buffs" skills - i.e. you will not get abilities awarded to you because of the bonuses, but for combat and other calculations, the buff will be included in the formula. Currently, this bonus does not display on your character sheet.
In the (near) future, we plan on having a slightly more robust Realm Rank gifts, where you gain cash rewards for RvR combat, and at some point after that, additional skills and abilities. We'll give you all more information about that when the time comes.
- You can now select and destroy Relic Keep doors.
- Siege weapons can now be repaired using the "/repair" command.
- Magical effects such as stun and mesmerize now "remember" if they have been cast on a player, and if cast again, the spell will last for a shorter duration than the first instance of the spell. This will effect combat vs. monsters as well.
- You will now come out of hiding when you use the "/repair" command, if you are stealthed.
- Repairing a door now takes 20 seconds to go through the entire repair cycle. Previously, it took 5 seconds, which enabled one or two players to hold off many enemy players attacking the door.
- Guild Realm Points will now be tracked properly, and won't reset randomly. You'll notice that your guild's Realm Points will be adjusted as members log into the game
- Keep doors should now be properly synchronized across all people's computers. Previously, some players would see doors open, when in reality they were closed.
- When low level mage characters cast mesmerization and stun spells on higher level-characters and monsters, the spells used to last as long as if a high level mage cast the spell. Now, the duration of the mez/stun will lower based on how much lower level the mage is than the target.
NEW THINGS AND BUG FIXES
- The "Appeal" interface has been modified and streamlined so players who wish to contact Customer Support should have an easier time expressing their problem.
- Eight new monster skins have been added. Expect to see some new-looking monsters wandering about Pendragon later in the week.
- All outdoor zones for all realms have new pathing data, which means that pets, monsters and NPCs should now enter and move around buildings and structures properly. This fixes problems like pets going the "wrong" way around a building when following you, refusing to enter a building with you, or moving in an erratic fashion near objects.
- If you are hidden, monsters are now much less likely to target you than other group members, although they still have a chance of "finding" you.
- Heal spells should no longer be castable on dead player bodies.
- The "anonymous" flag no longer resets on quitting or zoning.
- There's now a confirmation dialog on Emblemeers and Smiths, which ask you if you are sure you want to purchase the emblem/repair the object.
- When you are missing an ingredient when making an object, the game will now list ALL the ingredients you are missing.
- Most NPC dialog will now print money in terms of units of currency, not just copper. Previously, you would see "50099 copper" - now that is translated into gold, silver, copper, etc.
- Condition and durability has been tweaked so that generally speaking, items now last longer (i.e. have greater durability), but need to be repaired slightly more often.
- Items with qualities below 90 will no longer salvage for the same amount of raw materials as higher-quality items.
- When you get a dialog box prompting you for resurrection, you now must acknowledge it within 15 seconds. If you don't, the resurrection spell must be recast.
- Berserker Frenzy now grants a "to hit" bonus and can be used every 7 minutes (used to be every 10 minutes).
- You can no longer "/upgrade" non-door objects. Due to a bug, you were able to upgrade all wooden objects (bows, staves, etc.), even though it was not cost-effective to do so.
ART NOTES
- Briton, Hibernian, and Midgard guards have gotten an armor appearance upgrade. You should start seeing this later in the week.
- Albion plate armor has been upgraded in appearance.
WORLD NOTES
Albion Quests / NPCs:
Quest: Legione perso. Players attacking Lunaris were having difficulty in moving to the next step of this quest. This problem has now been resolved.
Quest: Fortune of Few. Armsmen were receiving a Embossed Crossbow reward for this level 11 quest. For those Armsmen who wish to receive a usable item for their level, please return to Master Graent. You can hand him the Embossed Crossbow and you will receive a Belt of Battle in exchange.
Quest: Heart of Sephucoth. Players who were also on the Ripper quest were not able to receive the bone they required for the Heart of Sephucoth quest. This issue has now been resolved and shortly after receiving the bone for the Ripper quest, you should receive the bone required to complete the Heart of Sephucoth quest.
Quest: Captured Courier. Player attempting to complete the Dunston section of this quest in groups were having trouble. Dunston would run away shortly after the first of the group performed the proper steps. This has now been resolved. Dunston will wait for up to 1 minute while all members of the group perform the required steps.
Quest: Abolishment of Sacrifice. The Sacrificer Harish encounter has been brought back up to its original level of difficulty.
Quest: Traveler's Way -- Supply Run. Journal entries have been changed to reflect Sceley's smith profession.
Hibernia Quests / NPCs:
Quest: Secret of Nuada's Silver. Players on step three of the Secret of Nuada's Silver quest that don't have the ore to hand in to Chief Proinnsias will fail the quest and get chastised for being careless. They'll be able to get the quest again. This is so the customer service people don't have to continually reset quests for people who get the ore and then destroy it or drop it.
Quest: Seek the Moonstone. An earlier fix to the Seek the Moonstone epic allowed players who lost the enchanted collar to speak to the hounds. This has confused players who never lost the collar, so an alteration has been implemented that should hopefully help alleviate player confusion. Players who have lost the collar only need to say [the moonstone] as indicated in their journal. Players who haven't lost their collar can now give the collar to the hound to initiate hound-speak.
Siabra reorganization. The different clans of siabra have been differentiated. The new names are now reflected in the quests and talk indexes.
New Quest: Freeing Osier. A new level 19 Hibernian quest: Freeing Osier... a Connla merchant believes her beloved, lost many years ago, is now a spectral wickerman. (Osier is no longer a one-time drop)
New Shopkeeper. Cleit, in Tir na Nog, sells shields. He's located just past the first pub in Tir na Nog, entering from the Lough Derg entrance.
New Shopkeeper. Cragen, in Tir na Nog, now sells tacuil armor.
Quest Sile's Sight: Keeper Rasa has moved away from the empyreans who guard her, and now resides by herself in a hut near their grove.
Quest West Wind: Bards completing the West Wind quest will now receive a ring as well as coin and experience. The reward for Nightshades and Rangers who've completed the West Wind quest has been changed from reinforced to leather. All existing objects will be updated.
Nightshades now get a leather hauberk as a reward for this quest.
Blademasters now get reinforced greaves as a reward for this quest.
The Hauberk of Lies is going to remain reinforced. However, nightshades can turn in their Hauberk of Lies to Bairfhionn in Tir na Nog and receive a leather Hauberk of Deceit. Only players who've completed the quest and have the Hauberk of Lies in their inventory will be able to get the new quest reward. This can only be done once.
Blademasters who have received the Scale Greaves of Might can turn in this item to Bairfhionn in Tir na Nog and recieve reinforced Greaves of Might. Only players who've completed the quest and have the Scale Greaves of Might in their inventory will be albe to get the new quest reward. Players can only do this once.
Midgard Quests / NPCs:
Quest: Red Daggers. Midgard Warriors who've completed the Red Dagger quest, or who are currently on the quest, and received the Stormrider's Hauberk, the level 25 Thane reward, can turn in the hauberk for the correct warrior reward, a set of War Ravager Gauntlets. Players should turn the Thane item in to the Gythja of Bragi, in Jordheim
Quest: Sveawolf Guardian. The Sveawolf Guardian quest now has better directions in the quest journal. The Elder sveawolf now gives more specific directions for dealing with the other creatures involved. Also, the Barkeeps will now tell you which town they are referring to in their rumors about this quest.
Quest: Krrrck's Torment. Krrrck in Krrrck's Torment should be easier to find in Skona Ravine. The directions in the quest and in the journal have been given more detail, and Krrrck will spawn more.
Quest: Furf's Reward
Quest: Zrit-Zrit
Quest: Sulphine's Demise
The directions to and Zrit-zrit in Skona and Sulphine have been made a little clearer. Furf will also spawn more frequently in Skona.
Quest: Simple Misgivings. In Simple Misgivings, Hilde in Haggerfel now asks for forge plans instead of blueprints to match the object you receive from the monster.
Quest: Tomte Jerkin. The Tomte Jerkin quest will now be offered at the appropriate level and only classes able to use the Jerkin will be given the quest. An item for casters will be added soon.
Quest: Price of Excellence. Players on the Price of Excellence quest should now see their talisman 'glow' when they are near the correct monster. They should also now be able to complete the quest by killing Ulfgar.
Quest: Wisdom of Time. Players working on the Wisdom of Time epic (shaman, healer) who did not receive a subquest (The Rod and the Scholars, Visions of Darkness, Decoding the Map, Gashir) should return to Inaksha in Haggerfel to receive the quest they need.
Quest: Silent Death. Players who chose an axe as their reward for Silent Death but were not able to receive the axe should return to Eindridi the smith in Fort Atla. Right-click on him to receive your reward.
Quest: Widower's Hunt. Widower's Hunt - Players who were killed by the Widower and are on step 7 should return to Yver in Haggerfel to be able to fight Widower again.
Quest: Silent Death: The level of the Silent Death quest has been lowered to 22 to match the level of the monster. The quest level was set too high, making the rewards too low.
Update on Silent Death: Due to a bug with the Silent Death quest, players that chose a two-handed axe instead of a one-handed axe may now return to Eindridi in Fort Atla and exchange their axe.
Quest: Hunting Party: Bork of Huginfell now actually gives out money he mentions for the Hunting Party quest.
Quest: Aegan's Letter to Helen: The journal entry for Aegan's Letter to Helen now reminds you where Helen lives.
Quest: Tric's Lost List: The directions to Gib for Tric's Lost List given by Tric have been added to the quest journal.
Quest: Grenlock Clan: The NPC's associated with the Grenlock Clan epic (for spiritmasters and runemasters) have undergone a slight name change. The sons' last name is now Alfevson instead of Grenle to match their father's last name.
Dverge Faction fix - The activities of the dverge in Muspelheim have roused the anger of the Lost Souls, who have summoned new spirits to combat them. These new spirits can be hunted to gain favor with the Dverge.
Quest: Zrit-Zrit's Item quest: Gautr in Gotar now correctly refers to Zrit-Zrit as a badger, not an offspring of a bear. Gautr also gives a direction and a reference point in Skona Ravine to help find Zrit-Zrit. Also, Zrit-Zrit is no longer quite so shy, so players should be seeing him more often.
Quest: Krrck's Torment: The directions given out by Arnleif in Vasudheim for Krrck's location are now included in the quest journal.
Quest: Tomte Jerkin quest: The quest is now available to all classes. A Tomte Tunic has been added for runemasters and spiritmasters. Runemasters and Spiritmasters who have already received a Jerkin can return to Gwaell in Audliten to exchange it for a Tomte Tunic. The tunic has the same stats at the jerkin; the only difference is the material.
Quest Healer's Shield: Healer's Shield has been renamed Protecting the Healer. There was some confusion with the name and the reward. A bracer has been added for runemasters, spiritmasters, healers, and shaman. If you cannot use the sword, return to Saydyn in Huginfell to swap out your sword.
Quest Additions
Quest: Abolishment of Sacrifice. Players who were stepped to step 7 and did not receive the sub-quest (Deserter Amono) can return to their Camelot trainer to receive this quest. Players who were stepped to step 10 and did not receive the sub-quest (Point of Reason) can return to their Camelot trainer to receive this quest.
Players who were stepped to step 12 and did not receive the sub-quest (Chains of Death) can return to their Camelot trainer to receive this quest.
Quest: Legend of the Lake. Players who were stepped to step 3,4,7 or 8 and did not receive the sub-quests (Barbaric tales) or (Wizard Lost) can return to Lady Nimue to receive one of these quests.
Quest: Rebellion Accepted. Players who were stepped to step 5 and did not receive the sub-quest (Path of the Renegade) can return to Captain Rhodri to receive this quest.
Players who were stepped to step 7 and did not receive the sub-quest (Regal Nobility) can return to Captain Rhodri to receive this quest.
Quest: Scura tragedia. Players who were stepped to step 7 and did not receive the sub-quest (La morti parla) can return to Master Vismer to receive this quest. Players who were stepped to step 9 and did not receive the sub-quest (Animare il morti) can return to Master Vismer to receive this quest. Players who were stepped to step 11 and did not receive the sub-quest (Legione perso) can return to Master Vismer to receive this quest.
Monster Encounter Updates:
Over the next few weeks we'll be making a concerted effort to improve and diversify many of the monster encounters throughout the realms. The goal of this is to make the adventuring areas feel as though they have more impact in the world, and that there are more distinct areas with a variety of behavior, treasure, and monster types. Included in this version are the first steps in this direction. As you can see our first pass is in some of the Hibernian zones, but all realms will receive attention. This set of improvements represents just the beginning of how we plan to implement your feedback.
Hibernia Monster Encounters:
- The druid grove of Howth has done extensive investigation of the group of dark magical beings known as the Siabra. Disturbingly, they discovered that the Siabra reach and influence was quite extensive. While they all hail to one great queen and are seen as one group of beings, the closer investigation has revealed that there are regionalized differences between the Siabra people. One of the biggest differences is in their choice of colors to wear. The Siabra of the Lough Derg region, for example, have been known to wear red with highlights of violet. Regardless of the region though, violet seems to be a recurrent theme. The druids concluded their research by giving names to each of these siabra region-groups. Those in the Lough Derg area are the dergan siabra, those in Brileith and Mt. Collory are the siog, in the Cliffs of Moher they are moheran, in Silvermine are the sheevra, in the Shannon Estuary are the eriu, and in Lough Gur are the gurite. Those who reside near their faerie queen, Cliodna, in the Bog of Cullen are still referred to by their original siabra name.
- Siabra Fury, Enchanter, and Skirmishers in Lough Derg are now known as dergan fury, dergan enchanter, and dergan tussler, respectively.
- Dergan enchanter now correctly uses a thrust attack. It was previously using a crushing attack.
- Rock and stone sheeries have evolved slightly, and as a result, look a little different than they did before. They have also shed the cloth tunics they once wore.
- Whistlers, magical creatures that take on the form of black horses, have recently asserted some influence over the dergan near Macnol's tower in Lough Derg.
- Moss sheeries have migrated towards Lough Derg and may now be found behind the dergan grove
- Druids have classified a new type of sheerie, the clubmoss sheerie. It is slightly bigger and more magical than the smaller moss sheeries. The clubmoss sheerie is only found in Lough Derg.
- Rock sheeries have claimed a lonely stone circle on the east side of Lough Derg. Rounders, a more magical type of rock sheerie has also been sighted in that location.
- More curmudgeons have migrated into the Lough Derg area and some have taken on new roles. Investigating wardens have noted crab-catchers, campkeepers, and even a singing curmudgeon.
- A rare species of arachnid known as the dampwood mite has found a home in the Lough Gur area. At least four colonies of these creatures have been discovered.
- Reports have come in of ghoulies moving closer to Innis Carthig
- Survey groups claim to have seen gurite (Lough Gur Siabra) tempriars on the road between Lough Gur and the Bog of Cullen. Caution is advised for those traveling southeast.
- Stone sheeries have made their way as far south as the stone circles in Lough Gur. Yet another type of sheerie, called the chipstone, has been seen with these groups.
- Many Lurikeen have reported that a small herd of faerie horses has emerged to take up resident on the island in Lough Gur
- Wayward reports have trickled in of escorted envoys of the Unseelie Court heading from Lough Gur towards Cliodna's tower. Many have been sent to investigate these reports, but as of yet, no one has returned with confirmation.
- Magical black cats called scanradh (fright) have been seen with the gurites in their southwestern camp of Lough Gur. Like the whistlers of Lough Derg, these seem to have some power of authority over the gurites.
- A ragged messenger out of Alainn Bin inform has informed Connla authorities that cronicorns have been sighted in the Bog of Cullen. A sole surviving witness said the creature, leading a group of siabra, smited down his entire party with a mere wave of its horn. The village of Alainn Bin slips further and further from our grasp.
- Times of war can be seen by the increased number of disturbed spirits that roam the frontier lands, fallen invaders and defenders alike have risen from their unpleasant deaths to lash out at any who cross their paths.
- Additional camps of luricadunes have been spotted in the valleys of Silvermine to the west of Howth.
- The gray spectres have spread their influence from the solitary camp in the south.
- The sheevra have occupied additional areas on the shoreline and hills of Silvermine. Our guardian scouts report that these new camps are more dangerous and aggressive than the siabra of before.
- Tangua, Slothi and Natyl have been spotted more frequently at their camp in Bri Leith
- Dullahans may appear more frequently at night in the Lough Gur area
- Cave fairies and enhornings now heal themselves less often.
- The pooka formerly known as Spook is now known as Shadowgnash.
- Some of the heavy-drinking cluricaun have found abandoned homes in Connacht that they now use for their wild parties. They have sent messengers out to their kin to join them and are waiting them to arrive later this week.
Albion Monster Encounters
- The Arawnites in Llyn Barfog have established a more permanent presence.
- The boggart and Gwalchmai factions in the Pennine Mountains should now be giving a correct faction message.
- The vigilis in the Catacombs has a slightly longer range on his bow. Additionally, it will now run after those who confront him.
Midgard Monster Encounters
- The hagbui appear to have been disturbed by adventurers in the swamp and now roam their lairs even in the daylight hours.
- Forest spiders in Vanern swamp spawn in daytime as well as night. They have also received an appropriate poison attack.
OBJECT NOTES
- Stonehenge Barrows is itemized, equipment levels are 36-50.
- The Bracer of the Paranoid from the Muire tomb now has the correct bonuses. All bracers will auto-update.
- The Bogeyman Crystallized Eye can now be equipped.
- Arachnid silk can now be picked up / carried.
- The Ceremonial Cloak in the Muire Tomb should now take dyes.
- Hrodrek's chain should now take dyes.
- The Blackorm Coif should now drop with the proper Armor Factor.
- The Runic Rigid Orm spine should now equip in the 2hd slot.
- The Wispy Rigid Orm spine should now equip in the 2hd slot.
- The Roman Body Shield was renamed to Ancient Body Shield and now more monsters other than Roman Undead drops it.
- The Roman Battle Bracer was renamed as Ancient Battle Bracer for the same reason.
- Loot tables in the Vale of Mularn and East Svaeland were tweaked. Some rare objects were added and drop rates were modified.
- The Orm Skullcap Shield now has the proper icon and uses the shield skill.
- The Bear-bracer should now raise Sword skill instead of slash.
- The Spine Splitter stats were changed to modify Large Weaponry and Strength. The previously stat bonuses did not help any characters that could use the weapon.
- The Crystal Shard now raises the piercing skill instead of thrusting.
- The Twilight Blade-stopper should now "consider" correctly.
MAGIC SYSTEM NOTES
- Added an AE attack speed debuff to the Enchanter's Bedazzling list (Field of Scintillation), to add to Hibernia's area-effect repertoire.
- Added a power regen line to Holism for Mentalist (Empowering Unity), and an AE DoT to Holism line for Mentalist (Shroud of Madness). This is one step towards evening out Hibernian area effect spells, and adds some extra benefit for speccing in Mana.
- Added "nearsight" line to Runemaster Runes of Suppression list (Suppress Sight), Matter Manipulation (Cab matter spec, Encrust Eyes) list, and Eldritch Shadow Control list (changed old dex debuff line to Negate Coordination, and Negate Sight line is the nearsight spell). Nearsight reduces the range at which spells can be cast and arrows fired by a percentage. This is a "harrying" type spell that should give casters a non-damaging counter to archers.
- Added AE DoT (Spore Cloud) to Shaman Cave spec. to flesh out the line, and add an area effect spell that Midgard did not have.
- Upped range on Healer, Druid, and Cleric insta-heals from 1200 to 1350 to match normal heal range.
- Added self bladeturn to L19 of Spiritmaster Summoning list (Protecting Spirit), Wizard Path of Fire (Aura of Incineration), and Mage Matter base list (for Sorcerer and Cabalist, Barrier of Warding). A self bladeturn (Barrier of Negation) was also added to L19 of the Magician base list Way of the Moon. This should improve viability of casters in both RvR and PvE.
- Normalized the following buff lines (from all realms) to last 10 minutes: Shield of Magma, Minor Earthen Power, Bolstering Gust, Detect Flaw, Encourage Aggression, Aura of Protection, Hammer of Faith, Shield of Faith, Rune of Discomfort, Minor Force of the Deep, Thunder's Bash, Thor's Vigor, Nails of the Wild. Maintaining some of these buffs detracted from their benefit, and weren't an appreciable balancing factor in their use.
- Enchanter pets were raised from 86% of the caster's level to 88%, matching Cabalist and Spiritmaster pet levels.
- Bladeturns can now be penetrated by attacks from higher level monsters and players. The chance of the bladeturn deflecting a higher level attack is approximately the caster's level / the attacker's level. This change actually went in a few weeks ago, and was undocumented, for which we apologize. Please be aware that everything in the game is level/chance based - nothing works 100% of the time in all cases. It was a bug that caused it to work 100% of the time - now it takes the levels of the players involved into account.
TRADESKILL SYSTEM NOTES
- Changed recipes to match what is in the ingredients lists. Several tailoring, fletching, and weaponcrafting recipes should now use the proper ingredients.
- Albion Mail armor has been revised to use Cymric leather components rather than Siluric. The minimum cost is still about the same if you use crafted components, but if you're using store-bought this will increase your profit margins.
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Dark Age of Camelot
Version 1.38 Release Notes
December 11, 2001
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NEW THINGS AND BUG FIXES
- Falling damage has been enabled. Damaged is assessed based on the distance fallen, and is expressed as a percentage of a player's total hit points. In general, you'll only experience this when you jump off of a wall, building, tower, dungeon pit, steep hill or mountain, etc. If you're at full hits, you will never take enough damage to kill you from one fall (99% maximum). However, if you've been hit by a monster or player, a subsequent fall may kill you. When descending steep terrain, some extra care will be needed, especially when under the effect of speed-enhancing magic. Remember to use the Walk key (defaults to F) to help you safely navigate steep mountains and hills.
- Thief classes get a new ability called Safe Fall as part of their Stealth specialization track. They receive one level of Safe Fall per 10 levels of Stealth. Each level of safe fall lessens the damage from a fall and increases the minimum "no damage" height they can fall from. The highest levels of Safe Fall allow the thief to jump from a keep wall and take very little damage.
- There was a problem with the Critical Shot skill for Archer characters from Midgard and Hibernia only who were Realm Rank 2. Under those circumstances, their critical shots did only normal damage. This has been fixed.
- Fixed a bug where a siege equipment could sometimes cause damage to members of the realm that built it. We also corrected a display problem with siege equipment where the recipes displayed incorrectly.
- You can now jump normally in cities (some city spots would keep you from jumping).
- Players with low frame rates will no longer fall through the city after they jump.
- Players would sometimes not be able to see other players in the city - this has been fixed.
- We've fixed the bug where high level players (35+) would sometimes not be granted higher level combat styles and spell abilities. Older characters are converted as they enter the game to gain these abilities and newer characters should get them normally.
- We fixed an issue where relics would respawn in a state where they were not carryable.
- The percent chance to hit with your second weapon when dual wielding has been increased (thus increasing the aggregate DPS for dual wielders). Likewise, the damages for left axe have been increased.
- There was a bug where you could manipulate the salvage system to duplicate items. This was relatively unknown - but it has bene fixed.
RvR Frontier Keeps:
We have made some changes to the frontier keeps throughout all three realms, particularly with the roaming patrols that move about the zones controlled by the keeps. Up until this point the areas of land controlled by the keeps has been quite small, with large gaps between the controlled lands, allowing armies to bypass the keeps to get deep into an enemy realm. In order to encourage invaders to take the frontier keeps, and defenders to defend them we have increased the area that the outlying patrols from each keep move about in. In general these areas now overlap, so that it's possible that patrols from more than one keep guard a single section of land. The number of these patrols has also been increased to account for the larger area that needs to be patrolled. Over the course of this week we'll be making more changes to the frontier keep and relic keep guard forces and adding incentives to the keeps to give more benefits to owning them. All of these changes will be made with the intent to give the frontier keeps more meaning, and encourage invaders to take them and defenders to defend them.
* Patrol areas around frontier keeps increased in size.
* Number of patrols around frontier keeps increased to account for larger patrol area.
* The frontier keeps now control a contingent of strong guards to help defend
the home relics. Look for them at the relic gates. This force will diminish as frontier keeps are conquered by an invader. So, an army on a relic raid will be encouraged to take as many frontier keeps as possible to make taking the relic easier.
The well-trained Lords and guards in the frontier keeps should now be using their
bows and spells regardless of distraction.
An additional "Border keep" patrol should now originate at each of the frontier keeps in the same zone as the border keep to explore the regions near the border keep. Note that this patrol depends upon the home Frontier keep for support, and if this keep is lost, this patrol does not generate for the enemy.
Combat Style Notes:
The bonus damage from a combat style now increases as the skill specialization of the style increases. Before, players would slowly "outgrow" lower level styles as the damage of their base attack increased thus rendering older styles effectively useless. In addition, styles that have openings or are at the end of three style "chains" do additional bonus damage with specialization since they are more difficult to use and happen more rarely.
WORLD NOTES
Hibernia Faction:
The enemy factions of the cluricauns and leprechauns will now give positive
faction when you kill the opposing faction.
Monster Encounters:
The bug causing certain Icestriders in Uppland to be un-hittable has been fixed.
Horse Routes:
A couple of new horse routes have been added to Midgard between Gna Faste and Galplan, and Gna Faste and Huginfel.
Monster Encounters:
Hibernia
* The cluricauns in Connacht have been having so much fun in their newly claimed homes that they have invited their kin to join the party. One old adventurer said, "They be bouncin' all over the place and dancing so fast it made me eyes spin. They asked me ta join 'em but I know better 'n to put on thar dancin' shoes!"
* A group of giant men in robes were seen gathering around a circle of stones in northern Connacht. No one yet knows why they are there.
* The druids have further classified a group of small spectres as bantam spectres. A new group of these bantam spectres were sighted in Connacht around a trio of standing stones.
* Large walking rocks have been sited in the western reaches of Connacht.
* Another group of rock sheeries have settled into a shallow vale of stones in the Cliffs of Moher region. An extremely large sheerie, called a sheerie summoner, was also sighted there. It was reported that this sheerie summoner began calling forth creatures of giant molten rock. No other information is available.
* The Connla town council has found a poison that was contaminating their water, causing the beach rats to become aggressive. After purifying the water source, the council has announced that the rats have returned to their normal docile nature.
* The southern half of the Cliffs of Moher have seen an influx in activity, both human and non-human. Local scholars theorize that this influx will continue.
* A small group of moheran distorters were seen with large creatures. The ranger who reported them referred to them as "moheran beasts."
* A group of grovewoods have taken root in a small group of trees in the southern portion of the Cliffs of Moher.
* Another ranger reported that several standing stones near the cliff face in Moher began glowing a few nights back. The ranger said that when the glowing stopped, hideous creatures appeared but stayed within the square stone formation.
* The cliff dweller population has grown. They not only do they refuse to aid us in our fight against the invading forces of Albion and Midgard, but they also attack any messengers or envoys we send their way.
* Based on player feedback, we filled in some blank spots in Lough Gur with some high 40's monster encounters.
Albion
* The Albion borderguards found in Snowdonia have declared their retirement. They have been replaced with younger, less experienced guards.
* The runners of Albion have been given orders to not engage the enemy unless attacked first.
* Many moons ago, several groups of Albion adventurers journeyed to the Pennine Mountains. Perhaps it was the time they spent away from civilization or perhaps it was another reason, but today, they consider themselves isolationists. They have shown open aggression to those who approach their camps.
* An increase in the frequency and quantity of creatures has been reported all across the Pennine Mountains
Midgard Quests / NPCs:
The merchant who sells leather, metal, and wood is back in Gna Faste. He was
unintentionally removed when the vault keeper Idonna was added to the area.
Midgard guards will no longer salute members of opposing realms.
Quest: Protecting the Healer:
Players who traded in their Nightsworn sword to Saydyn and received a
Healer's Defender and cannot use it should return to Saydyn in Huginfell. Give
Saydyn the Healer's Defender and he will return your Nightsworn sword. Also,
Saydyn will no longer tell melee-classes they cannot use the sword.
Quest: Price of Excellence:
Players who did the quest prior to the level of
the quest being raised may return to the drunken dwarf in Jordheim to
upgrade their hammer by completing a small quest. Players will have to turn
in Ulfgar's Hammer to get the quest for the new hammer.
Quest: The Red Dagger: Players no longer need to say 'Thane's Blood' to Lynnleigh on the island when they are on step 11 on The Red Dagger quest. Simply right-clicking on her at the appropriate level will continue the quest.
Quest: Ghastly Axe: The Ghastly Sword one time drop is now called the Ghastly Axe one time drop to match the item given.
Quest: Big Paw: Players will now actually receive the Big Paw quest from Finna in Fort Atla.
Quest: The Price of Excellence: The level of the quest The Price of Excellence has been raised. The named monster involved in the quest has also been raised in level, as well as the reward. Players currently on the quest may need to wait a level or two to complete the quest successfully, but they will receive the reward based on the new level.
Quest: Paranoid Guard: The Paranoid Guard quest will now give players an accept/decline box when they speak to Angor Crusher in West Svealand.
Quest: Foolish Dancers: The unquenched maul that is part of the Foolish Dancers quest has been changed to a generic quest item. It was never meant to be an actual, wieldable weapon. Players should complete the Foolish Dancers quest to receive the actual Ashen Maul.
Quest: Traveler's Way: Spiritmasters can now receive their level 7 quest from either trainer in Jordheim.
Quest: Zrit-Zrit's Item: - Gautr no longer asks you to come back to him after
you kill Zrit-zrit.
Albion Quests / NPCs:
Quests: Legend of the Lake & Hands of Fate. Players were receiving a fully functional Ebony Collar of the Dead when slaying the Shaman Aslis. It was intended that this object be a non-functional intermediary item up till the 30th level Hands of Fate epic. At that time players were to hand this temporary item to Loremaster Alain and receive the fully functional collar. This update will brings the Legend of the Lake epic back in line with the above.
Quest: Guild preparation. Problem existed where an Acolyte could complete step one and not gain any response from their trainer when returning to complete this quest. This has now been resolved.
Quest: Rebellion Accepted. The Arawnite assassin is now more tolerant of group members trading agro. Should the assassin be drawn off the quest player, it will attempt to re-agro before running to attack Sir Rhodri.
Quest: The Captured Courier. Cilydd Difwych was speaking to everyone. He insisted everyone had failed the Bandit Camp Quest! We have now set him straight.
Quest: Entry into Tomorrow. Captain Dillon was misleading players into thinking Frund and Agisthil were located in the northern black mountains. He will now correctly point players to the southern black mountains.
OBJECT NOTES
- Dread Blackscale armor pieces should now all have the proper AF and con.
- Manifested Terror Armor pieces should now all have the proper AF and con.
- Ruby Weave Robes should now have the proper AF and con.
- The Agile Defender now has a Bracelet icon.
- The Cloak of Broichan should now take emblems.
- The Ashen maul should now have a 2handed hammer icon/graphic.
- Njessi's hammer should now have a 2 handed hammer icon/graphic.
- East Svealand had some more mobs itemized.
-In the Stonehenge Barrows, Delusional Cloth, Runic Ravenbone Studded, and Ebony Plate armor occurred on some treasure tables more than once giving them an over 2x greater chance to drop. This has been corrected and they should now occur only once per monster.
- The Ghostly Cloak in Midgard should now take dyes and emblems.
- The Boneclaw Ring of Morra now has a ring icon.
Spell System Notes
- The Shaman Spore Cloud line was not intended to stack with the Fungal Dispersion line. This has been fixed. This change was made because Shaman who max specialized in Cave Magic could potentially solo oranges by stacking these DOTs. This change will effect only those Shaman who are heavily specialized in Cave Magic. Please note that higher level Shaman problems are still on our to-do list.
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Dark Age of Camelot
Version 1.39A Release Notes
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This is a small update version to 1.39 (released this morning) which fixes some problems introduced then.
NEW THINGS AND BUG FIXES
- Blademasters between the levels of 5 and 9 will properly receive their Celtic Dual skill (instead of Dual Wield, which they were mistakenly being given).
- Players should no longer be able to climb the walls of Hibernian keeps.
- Many players reported getting stuck on objects (such as houses) in the world. This has been fixed.
SPELL UPDATE
- Level 15 Minstrel stun Stunning Shout has had its timer corrected to 3 seconds. It was erroneously set to 30 seconds.
- Characters with pulsing charm spells should no longer be able to charm friendly NPCs.
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Dark Age of Camelot
Version 1.39 Release Notes
Tuesday, December 18, 2001
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CAMELOT HERALD
- Please note that a new website was a few weeks ago dedicated to disseminating information from us to you, the Camelot community. You can find it at www.camelotherald.com. There you will find regular updates, information, columns by Mythic employees, Realm War maps and status, and per-server guild information.
NEW THINGS AND BUG FIXES
- The Camelot client now properly synchronizes with the server when a player enters the game. Now, your character will not be "in" the game until you are able to control it. Previously, your character would be in the game for upwards of 15 seconds before you could actually control it. This led to your character being slaughtered by monsters before you could do anything about it. We had introduced a temporary workaround, where your character gained 20 seconds of immunity when it first entered the game. This immunity has been removed, so from now on, beware when you enter the game - your character is now immediately "fair game" for any monsters or enemy PCs that are in the area.
- The last patch had a change to Hibernian Piercing combat styles - Sidewinder was changed to require an opening style that itself had a block opening. This had the large unintended consequence that many classes (who didn't use shields) could no longer use these styles. So, we're changing it back to the way it was before. Sidwinder now requires as its opening Black Widow. We apologize for the confusion.
- We think we've finally nailed down the last bug that was preventing high level characters from getting combat styles. You should now see all your styles when you log in.
- You'll now see arrows fly through the air when an archer fires at a target. When the arrow hits the target, the arrow sticks in the target for a couple of seconds letting the target know the rough direction from which the arrow was fired.
- Players can now climb ladders. To climb a ladder run up to it and continue holding down the move forward key. You'll climb up the ladder. To climb down the ladder, use the move backward key. If you are on a wall and wish to climb a ladder, move backwards and fall off of the wall onto the ladder - you'll stick to it and can climb up and down.
- Monsters now respect doors so that if a door is closed (but not locked) the monster will open the door before going through. If a door is locked (i.e. at a frontier or relic keep), the monster will not come through at all.
- You now get a dialog box for confirmation when you give weapon or armor to a guard.
- If you have no chance to repair an items, you now get a message telling you just that - previously you would just get a message telling you that you failed, but no mention that you had no chance of making it.
- Previously, you could not be interrupted while shooting a bow after you draw the bow but are just "waiting to fire". Now you have a chance of getting interrupted while waiting to fire as well as when you are drawing the bow.
- If you are mesmerized in the middle of a spell cast, you no longer complete your spell when the mez wears off. You now have to recast your spell.
- You can now simply type "/who 30 40" to find players of certain levels. Previously you had to type "/who level 30 40" to find the same information.
- You can no longer inadvertently downgrade an object by using the "upgrade" command and specifying a lower level than the object's current level.
- You can no longer salvage an item for 0 money.
- The position of the tradeskill timer should save now when you exit the game.
- Mercenaries and Blademasters now get Dual Wield/Celtic Dual at 5th level and Shortbows at 10th. Previously, they got shortbows at 5th and Dual Wield at 10th - however, since Dual Wield is a defining skill of their class, the two skills have been swapped. Please note that existing Mercenaries and Blademasters between 5th and 10th level will be given Dual Wield, but will retain shortbows. This change is the first of a couple of additions that we will be giving to the Mercenaries and Blademasters over the next few versions.
- Mercenaries now have the option of receiving a piercing weapons at 5th level upon joining the Guild of Shadows.
- When a Berzerker or Shadowblade uses the Left Axe skill, the axe in his left hand should now properly check his Left Axe specialization rather than the specialization of the weapon itself (generally Axe) when determining damage.
- When an Assassin class (i.e. Infiltrator, Shadowblade, Nightshade) attacks from a hidden position (i.e. when doing a critical strike backstab), the attack cannot be parried, evaded, blocked or bladeturned. Please note that the attacker can simply miss, however, which leaves a bladeturn active.
- There was a bug in the Critical Strike combat style Leaper - it only allowed players to perform it after a parry. Since none of the Assassin characters get parry as a skill, then Leaper could never be performed. This has been fixed by changing some of the Critical Strike Styles: Leaper has been changed to work off a successful Hamstring. Rib Separation now works off a successful Leaper, and Ripper now works off a successful Rib Separation. This makes a powerful 4-style chain.
- There was a bug in Midgard left-Axe wielding which permitted Berserkers and Shadowblades to put a 2-handed axe in their left hand. This has been fixed. You can no longer do this.
- Some errors in collision detection around the edges of boundary walls near frontier keeps have been fixed. These errors were allowing players of other realms to "slip" past the frontier keeps.
- When a player trains, he'll be granted all combat styles from previous levels which he may not have been awarded due to skill limitations (parry, evade, etc). This means that if you don't have a skill (such as parry) when you are eligible to receive a combat style that requires it, you will not be awarded it. However, as soon as you gain that skill, you can go back to your trainer, right click on him, and you will be awarded those styles you are now eligible for.
- The troglodyte model has been updated and enhanced with a new skin and corrected model.
- Crafted Cloth Caps in Albion should now be sellable.
WORLD NOTES
RVR Frontier Keeps:
- A Forge and Lathe have been added to the following frontier keeps:
- Albion : Caer Benowyc in Hadrian's Wall
- Midgard: Bledmeer Faste in Odin's Gate
- Hibernia: Dun Crauchon in Emain Macha
- Merchants have ventured into the frontier with the various armies and have set up shop selling certain wares related to war. Arrows, throwing axes, and poisons can now be purchased in certain keeps throughout the frontiers, depending on which army holds the fortress.
- The guards patrolling in the frontiers have been given strict orders to attend to their patrol routes as opposed to aiding members of their realm with other concerns.
Monster Encounters
Hibernia
- Rangers have reported an increase in Siabra activity near the center of the Bog of Cullen. The power of that area also seems to be growing, not just with the Siabra, but with all the creatures found there. The guardians seem harder, more disciplined; the archmagi seem stronger; and the raven wraiths and cronicorns seem even nastier than they already were. The one good side of this is that the banshees seem to shriek a little less often than they once did.
- A nightshade who snuck into the Coruscating mines reports an increase of the number of sentries. He also mentioned other guards, slightly larger than the sentries who patrolled the lode room.
- Princess Brigit of Tir na Nog has dispatched Sentinel Champions and their Noble Steeds to help protect Innis Carthaig. They should be able to protect the city from any Siabra invasions.
- In Silvermine mountains, Chieftain Dergal and his followers have decided to stop concealing themselves in trees before attacking.
Midgard
- The Guardians of Midgard have re-examined their priorities and decided to begin life as neutral to players characters.
Albion
- A wandering minstrel sings of his ventures in to Cornwall. He tells a story of how the Cornish frogs and brown bears, both young and old, have changed, and how more boogies haunt the area. The spirits of Romans long dead line the road and around their villa. The minstrel sings of the muryans, the shape-shifting small people of Cornwall who grow smaller with each change of their form until at last the smallest form is reached and they remain as ants until the end of their days. At the end of his song, the minstrel began to weep for the loss of his lute, which saved his life by deflecting the blow of a Cornish giant.
- New factions have been added for the fellwoods, boogies, and grimwoods in the frontier of Albion. They have both allying and opposing factions throughout the area.
- Lyonesse Additions: Warning to all explorers! We've just received word from a reliable source the sunken, dead land of Lyonesse has been stirring with supernatural activity. This source, who has been keeping a close eye on the tainted land, went so far as to describe creatures not previously documented. Among the creatures mentioned are pygmy goblins, smaller than the goblins found in the Black Mountains region, but much more savage, ruthless and have the tendency to swarm. Other creatures include the moorlich, bone snappers--gigantic shelled monsters known for eating whole men and their horses, the witherwood with their symbiotic woodeworms, and the telamon (lesser, medial, and greater)--giant supernatural creatures that seem bear the burden of guarding a road to some place lost long ago.
Hibernia Quests / NPCs
- The Level 40 Hibernian epics are in. See the trainers in Tir na Nog for details.
- A level nine quest for Hibernia is in. See your local filidh for more information.
Albion Quests / NPCs
- All level 40 section of the epics have been added to Albion. See your trainer for information.
- A merchant selling crossbow bolts has taken up shop in Fortress Sauvage, hoping to capitalize on the war.
Midgard Quests / NPCs
Quests Added:
- All level 40 epics have been added to Midgard. See your trainer for information.
Quest Big Paw: Players on the Big Paw quest will now receive the item when they kill Big Paw in Skona Ravine.
Quest Monsterous Beast: Players who accidently close their dialog box can now resume talking with Vik in the Vale of Mularn.
Quest Viking Trainers: Players who accidently close their dialog box can now resume talking with Saeunn in Vasudheim.
Quest Copious Striders: The class restrictions have been removed so anyone may do the quest.
Quest: Price of Excellence and Quest: Ulfgar's Hammer: There was a bug that allowed players to get the Price of Excellence quest a second time when they went to upgrade their hammer. Players do not need to redo the entire Price of Excellence quest again to get the new hammer (just the Ulfgar's Hammer quest). If you received the Price of Excellence quest the second time, you must return to the drunken dwarf to remove it from your quest list. You will not get a hammer if both the Price of Excellence and
Ulfgar's Hammer are pending.
Quest Mucking through the Ick: PENDRAGON ONLY This quest is not working at the moment. Players with this quest in their pending list should not attempt to finish it yet. We will notify you when the quest is ready to go.
Quest Widower's Hunt: Yver now sends you to talk to his brother Yric in Myrkwood. Yric will be not despawn after you are finished talking to him, making it possible for more
than one player to complete the quest. Yver's talk and accompanying journal entries have been changed to reflect this.
Quest Waking of the Fallen: Change journal entries so players know to talk to Saydyn in Huginfell before going out to kill Broch.
Quest Fervent: Players on step 1 can seek out Wildtooth in West Svealand and kill her to complete their quest. Players starting the quest now have the option of choosing to follow the elder sveawolf to Wildtooth or going on their own. Journal entries for this quest have been updated.
Quest A War of Old: Players who are on step 2 of A War of Old and did not receive the Scout Argyle quest can return to Morlin Caan in Jordheim and get it. Players on Step 4 of A War of Old and did not receive the Lt. Salurn quest can return to Morlin Caan in Jordheim to get it.
Quest Grenlock Clan: Spiritmasters who received gloves they cannot use can return to Anrid in Jordheim and exchange them for gloves they can use.
Albion Quests:
Quest: Oaken Boots. The Oaken Knight will now spawn with greater frequency.
SPELL SYSTEM UPDATES
- Minstrels and Bards can now view information about their songs, just like other spellcasters can do with their spells (the "i" key).
- All pulsing spells now print to everyone in the group. A chat channel has been added in the system chat channel picker to turn off all pulsing prints.
- Spiritmasters should properly have the Protecting Spirit spell at level 19 in their Summoning list now.
- Runemasters should properly have the Suppress Sight line starting at level 11. Previously this list was not being awarded properly.
OBJECT NOTES
- The ghastly axe that drops off of Moira the Quiet will now be less powerful and will now be called a screaming ghastly axe. The damage and delay were lowered 3 levels while the stats on the axe remain the same. The item was 5 levels higher than the monster that drops it, so it was not level appropriate. Existing ghastly axes will not be effected by this change.
- The Hibernian dungeon, Coruscating Mines, is now itemized. Equipment and loot range from levels 36-50.
- The polished stone necklace now has necklace icon instead of ring icon.
- The Michealian Staff was updated to require the proper skill (Staff), so both Clerics and Friars should have no trouble equipping it.
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Dark Age of Camelot
Version 1.40 Release Notes
January 3, 2002
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MAGIC SYSTEM UPDATE
- Spells from the Magician Aura of Turning line in the Way of the Moon list can now be cast on friendly realm mates - previously they could only be cast on yourself.
- The range on the Wizard's Explosive Blast line and the Eldritch's Lesser Null Squall AE Direct Damage have been slightly increased.
- New area-effect direct damage line in the Mentalist Illusions (light spec)list:
3 Deluge of Illusion
7 Flood of Illusion
13 Sea of Illusion
19 Rush of Illusion
26 Flux of Illusion
34 Inundation of Illusion
44 Cataclysm of Illusion
- New area-effect root line in the Druid's Nature specialization track:
4 Patch of Ivy
10 Patch of Vines
16 Patch of Tangleweed
22 Field of Ivy
29 Field of Vines
39 Field of Tangleweed
49 Expanse of Tangleweed
- New Constitution buff added to Naturalist's Nurture base track:
5 Oak's Stoutness
11 Oak's Stamina
15 Oak's Girth
24 Redwood's Stoutness
33 Redwood's Stamina
43 Redwood's Girth
- New group heal added to Druid's Regrowth spec track:
13 Healing Conflux
22 Renewing Conflux
34 Restoring Conflux
44 Reviving Conflux
WORLD NOTES
Midgard Quests:
Quest: Taldos' Amulet. Taldos will no longer disappear when you turn in the amulet to him, making it possible for more people to turn in objects to him. He will continue disappear with the morning light.
Quest: Blessed Enchantments: The one handed axe is now usable in the left hand slot.
Quest: Silent Death. Players that completed Silent Death, received a two handed axe, and turned it into Eindridi to get it repaired have been receiving one handed axes in return. Players may now go to Bork in Huginfell to exchange this one handed axe for their two handed one. All axe exchanges for this quest have been moved to Bork.
Quest: The Three Sisters. Spiritmasters that received a staff with a focus of runecarving may go to Anrid in Jordheim to exchange it for the correct staff.
Quest: The War Continues. The Shadowblade trainer Elin will now tell players to seek out Morlin Caan in Jordheim rather than Inaksha.
Quest: The Red Dagger. The journal entries for The Red Dagger are once again correct.
Quest: Blessed Enchantments. All ice giants are now dropping eyes for this quest.
Hibernia Quests:
Quest: Alastriona's Chest. Nightshades, Rangers, Heroes and Casters who have completed the Alastriona's Chest quest can turn in their Reinforced Skinner's Gloves to Alastriona for a new set of gloves usable by their class. Players must have completed the quest, and must turn in the old pair of gloves before receiving the new pair.
Players that complete the quest will get level-appropriate gloves.
Midgard Monsters:
- Stripe, Furf, and Thasior in Skona Ravine have better chances of spawning now. Some of these monsters do have placeholders that will need to be dispatched before they will appear.
- Local children around Mularn have been instructed to discontinue feeding leftovers to the vein spiderlings. As a result, the newer generation of vein spiderlings seems to have diminished in size.
Albion Monsters:
- Lyonesse: The cathedral of old has become overtaken with followers of Lord Arawn. Their thirst for death rivals that of the Arawnites. Travelers beware!
- The small skeletal centurions in Cornwall have been adjusted to act more appropriately for their level.
- Those familiar with Camelot Hills may notice that a few things have changed. The guardsmen don't seem too worried, though they did note an increase number of some creatures such as boulderlings, wild sows, bandits, and dragon ants.
- In the Salisbury Plains, Slythcur has been a busy mother, and some of her newer spawn have migrated across the road to make more room for themselves.
- The bandit camp in the hills behind West Downs seems to be having an increase of activity of late.
- The stone circles in the Salisbury Plains, frequented by pagan worshippers, have also shown signs of increased activity.
- Skeletal Centurions have taken command of the fallen roman tower on the banks of the Avon River.
- Sir Merin recently captured and interrogated one of the villainous tomb raiders that have been violating the burial mounds and barrows in Salisbury. From that interrogation, we've learned that the tomb raiders have become somewhat more organized. They seem to have also hired mercenaries from outside their organization to aid them in their grave robbing activities. These mercenaries apparently didn't come cheap and are considerably more seasoned than most raiders we've seen to date. Sir Merin came to the conclusion that the southeastern border of the Plains is somewhat more dangerous than it already was.
Hibernia Monsters:
- Miner Cucugar and his sheevra friends are also no longer hiding in trees in
silvermine.
- The Valley of Silvermine has seen some changes, including additional camps
of daemhons and spectres.
- The new Sentinel Champions in Innis Carthaig have made the Unseelie Envoy rather nervous. As a result, the Envoy and his escorts have chosen to take a more concealed route that makes a wide berth around the village.
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Dark Age of Camelot
Version 1.42 Release Notes
January 15, 2002
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NEW CLASS ABILITIES
- Assassin classes can now receive the Climb ability, which lets the scale keep walls. You use this ability to infilrate into keeps before your Realm has broken down its doors. You will get Climb at your 25th train in the Stealth specialization. Once you have the Climb ability, you must walk around each keep until you find an area suitable to climb (there are a few per relic and frontier keep), and once you find the area, you may climb it as if it were a ladder.
- Berserkers now change into a Bear-Person (i.e. a Vendo) when they go into their Berserker Frenzy. The Frenzy ability itself has not changed - we've simply added shapechanging to it. You will continue to hold your weapons, but you will not see your armor (although you are still wearing it). Please note that there is only one bear-person form - male and female berserkers will shapeshift into the same creature.
- Hibernian Heroes have receieved a new ability - "Spirit of the Hunt". Whenever this ability is used, the Hero will shapeshift into a fearsome stag-headed Huntsman from Celtic Lore, and will receive bonus hit points. There are four different levels of of this ability: Initiate(15th level), Member(25th level), Leader(35th level), and Master(45th level). While in this form, the hero has increased hit points - +20% for the 15th level ability up to +50% for the 45th level ability. The ability lasts for thirty seconds - at the end of this time, the hero's maximum hits will return to normal, but he keeps any hit point gain from the ability in his current hits (but he cannot exceed his pre-buffed maximum). The ability can be used once every 30 minutes played. Please note that there is only one Huntsman creature - male and female Heroes will both shapeshift into the same creature.
- Mercenaries get a new ability called "Dirty Tricks". This essentially throws a puff of dirt into their enemy's eyes (use while enemy is targeted). The effect lasts for 30 seconds and while the monster is under the ability's influence, they will miss you 25% more often and when they missed their fumble rate is 50% more often than their base fumble rate. This ability operates as a shout-type spell, so it has a chance to be resisted by higher-level players and monsters. You can use it once every half hour. In a related event, monsters now have a chance to fumble while this effect is on them (Monsters didn't fumble in previous versions at all).
- Blademasters get a new ability called "Triple Wield" where they summon a magical sword that adds damage to their attacks. This sword will enable you to do 50% more damage (i.e. via a Damage Add spell) for 30 seconds (assuming you hit your target, of course). This ability also can be used once every 30 minutes.
OTHER NEW THINGS AND BUG FIXES
- Graphical weapon effects are in the game now, so you'll see flaming swords, ice swords, etc. Please note that your current weapon *may* have an effect on it, as we chose to imbue many of the 43-and-higher weapons with effects. We will be adding graphically-enhanced weapons on an on-going basis.
- A bunch of new monster skins have been added into the game, and a few new models. See the world notes for updates to the monster population.
- We fixed a guild chat bug - now, when you quit a guild, you will no longer receive guild chat messages from it.
- A bug where following monsters got separated from their leader that caused them to warp erratically has been fixed.
- Monsters following leaders will no longer stop and face you when you interact with them.
- Guild Realm points will now be tracked much more effectively. Your Guild should no longer "lose" guild realm points randomly.
- When you are stealthed, and are attacked, you will now come out of hiding for everyone. Previously under certain circumstances, you'd be visible to some character in the area, but not others.
- You can no longer upgrade keep doors unless you have the proper amount of wood.
- Keep door material types (i.e. level of wood) will now be saved when a server reboots.
- Destroying a keep door will now reset it down to the lowest level of wood - you'll then have to upgrade it from there.
- Critical failures in weapon crafting will now cost less materials - you'll lose less when you fail.
- You can no longer cast instant-cast spells (i.e. shouts) when you are mesmerized.
- In Player vs. Player situations, all "sleep" type spells (mesmerize, stun, root) now can be cast only once per minute per target. This should alleviate some player concerns about being "chain-stunned". You can still cast the spell as normal, however, it will have no effect on a player if he has had that same effect on him in the previous minute. Please note that this change effects only PvP combat - other players and realm-flagged monsters (i.e. guards). Sleep spells cast at normal monsters will act the way they always have.
- Leaders of guard patrols can no longer be "directed" around by players.
- Bounty Points and Bounty Stores are now in. See the section on Bounty Points and Stores below.
BOUNTY POINTS AND STORES
Bounty points and stores have been added to Dark Age of Camelot. It works as follows: as you accrue Realm Points, you now accrue Bounty Points, which you can spend in special stores to get special magical items. Once you spend bounty points, they go away just like money does. There are three types: healing, stamina , and spell power healing. There are a few levels of these, please see the list below. Please note that will will add more bounty store objects over time.
You can find the Bounty stores in each Realm's main city. See the World notes for the precise store locations.
You may have a maximum number of bounty items based on your realm rank - i.e. one per Realm Rang. To use a bounty item, the item must be your level or lower - otherwise the item will not work for you.
To use the item, place it somewhere in your inventory (they do not have to be equipped). Then left click on the item to make a short cut to the item on your hot bar. After this to use simply click on the hot-bar icon. At that point the items spell will be cast and it will disappear. One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat.
Higher level objects have more healing power than lower level ones.
The cost is as follows:
level 20 - 100 bounty points
level 30 - 200 bounty points
level 40 - 300 bounty points
level 50 - 400 bounty points
Albion
Stamina Heals
Smooth Earthen Stone - level 20 stamina
Imbued Earthen Stone - level 30 stamina
Luminescent Earthen Stone - level 40 stamina
Pulsing Earthen Stone - level 50 stamina
Health Heals
Smooth Watery Stone - level 20 healing
Imbued Watery Stone - level 30 healing
Luminescent Watery Stone - level 40 healing
Pulsing Watery Stone - level 50 healing
Power Heals
Smooth Fiery Stone - level 20 power
Imbued Fiery Stone - level 30 power
Luminescent Fiery Stone - level 40 power
Pulsing Fiery Stone - level 50 power
Midgard
Stamina Heals
Carved Totem of Heimdal - level 20 stamina
Polished Totem of Heimdal - level 30 stamina
Embossed Totem of Heimdal - level 40 stamina
Encrusted Totem of Heimdal - level 50 stamina
Health Heals
Carved totem of Eir - level 20 healing
Polished Totem of Eir - level 30 healing
Embossed Totem of Eir - level 40 healing
Encrusted Totem of Eir - level 50 healing
Power Heals
Carved Totem of Odin - level 20 power
Polished Totem of Odin - level 30 power
Embossed Totem of Odin - level 40 power
Encrusted Totem of Odin - level 50 power
Hibernia
Stamina Heals
Tiny Crystal of Arduina - level 20 stamina
Small Crystal of Arduina - level 30 stamina
Crystal of Arduina - level 40 stamina
Precious Crystal of Arduina - level 50 stamina
Health Heals
Tiny Crystal of Dianecht - level 20 healing
Small Crystal of Dianecht - level 30 healing
Crystal of Dianecht - level 40 healing
Precious Crystal of Dianecht - level 50 healing
Power Heals
Tiny Crystal of Fintan - level 20 power
Small Crystal of Fintan - level 30 power
Crystal of Fintan - level 40 power
Precious Crystal of Fintan - level 50 power
WORLD NOTES
Midgard Quests
Quest - Brack - Rollo's Story: Players are now instructed to return to their trainer in Jordheim, not in Mularn and Haggerfel. Also, Hunters can now complete the quest by speaking to Singrid in Jordheim.
Quest - Bowyer's Draw: Players will now only need to right-click on Hakon in Huginfell to complete the quest if your quest journal says 'Talk to Hakon to see if he's finish crafting the bow.'
Quest - Sveawolf Guardian: The wounded sveawolf will now spawn neutral instead of aggressive.
Quest - Cape of the mother wolf: Shadowblades may now do this quest. Speak to Sveck in East Svealand for details.
Quest - Rogue Trainer Quest: Hauk will now reward rogues with experience in addition to money when they complete the Rogue Trainer quest.
Quest - Venture to Gotar: This quest will no longer give out experience, only money. This quest was initially put in to compensate players facing the dangers of travelling from Galplen to Fort Atla at low levels (only vikings and seers that started in Galplen got this quest). With the addition of horses, traveling is safer and we felt it was no longer necessary to reward experience for this quest. Players will still receive 5 silver to compensate them for the cost of a horse ride.
Quest - Hole of the Dead: Dwarves who have lost or dropped their house gift will now be able to get a new one (ONLY ONE!) from Frimeth in Vasudheim. Return to him and he will give you a new one, provided you have not killed any dwarf bone skeletons. Dwarves just starting the quest will be asked if they need a new house gift. Please do not lose the gift Frimeth gives you, because he will only give you one.
Quest - Spat the Cat: Players that killed Spat, didn't receive the object, and were stepped to a blank step will now see a journal entry for that step. Kill Spat again and you will receive the object and be placed on the correct step. Players already on step 3 will now receive the object from Spat when they kill him.
Misc Midgard World Items:
- Ulfgar for the Price of Excellence quest should be showing up more.
- Baron Falwur is now associated with a quest rather than a one-time drop. Speak to Darrius in Fort Atla.
- The Gythja of Bragi in Jordheim will no longer tell warriors to give her the Stormrider's Hauberk if they already have the War Gauntlets in their inventory.
- Object - Ring of the Stealthy. The Ring of the Stealthy no longer has a material type of cloth.
- Level 40 guild track rewards are now 'no sell'.
- Shields have been added as a choice for all level 40 guild track quests. A large shield had been added for warriors, a medium shield for thanes, a small shield for skalds, berserkers, shadowblades and hunters, and a different small shield for shamans and healers. If you wish you exchange your weapon for a shield, speak to Mildrid in Haggerfel. Players may only exchange their weapon for a shield once!
- The boundary of Vasudheim has been adjusted so that all the buildings are included in the region.
Albion Quests
Quest: Hidden Insurrection: A left-handed crushing weapon for Mercenaries, a left-handed thrusting weapon for Mercenaries and Infiltrators, and a left-handed thrusting weapon for Infiltrators has been added to the list of rewards for this quest. Mercenaries and Infiltrators who have completed this quest can return to Captain Rhodri at the Snowdonia border keep to obtain a one time swap of their quest item.
Quest: Departed Fellowship: A Hammer with Enhancement properties for Clerics has been added to the list of rewards for this quest. Cleric who have completed this quest can visit their trainers in Camelot to obtain a one time swap of their quest item.
Quest: Departed Fellowship: A two-handed crushing weapon, and two-handed thrusting weapon for Paladins has been added to the list of rewards for this quest. Paladins who chose the Greatsword of Eternal Virtue can visit their trainers in Camelot to obtain a one time swap of their quest item.
Quest: Craft of Retribution: A two-handed crushing weapon, two-handed thrusting weapon, crushing polearm, and thrusting polearm for Armsmen has been added to the list of reward for this quest. Armsmen who chose the Great Axe of Retribution or the Bardiche of Retribution can visit Captain Leri at the Snowdonia border keep to obtain a one time swap of their quest item.
Quest: Bedelia's Grief: Players who were stuck at step 1 or 2 of this quest can now turn in Barnett's portrait as indicated in their journal to proceed.
Quest: The Walelden's Pendant: Fixed a keyword issue when players were interacting with Fianya. Please NOTE that players on this quest will now be dealing strictly with Eiddin.
Hibernia Quests
Quest: Sile's Sight: Heroes can now do the Sile's Sight Quest.
Quest: The Feud: Casters who completed "The Feud" quest can turn in their staff to Lasrina for a class-specific staff. Non-casters who completed "The Feud" can turn their staff in for coin.
Quest: The Lost Townsfolk of Bran Llyr: Heroes that have completed the level 40 portion of their guild track and chose a shield can turn in their medium shield to Kimba in exchange for a large shield.
Midgard Monsters
Werewolves: We fixed a faction bug with many of the werewolves and wolfaur of Midgard, who were set to an incorrect faction. Be careful travelling, as all werewolves
should now be honoring the correct alliances, and previously safe travel may now be unsafe.
Dungeon Change, Varulvhamm: Some minor tweaks have been made to Varulvhamn, most of which affect the lunarian chamber. Soloing there may become more difficult.
- Frostbite wildlings, nip mephits, and snow imps have all taken on a more wintery appearance.
- Raumarik is being updated to contain more encounters for higher level players. Work on this zone is ongoing, so be on the lookout over the next couple of versions for new encounters.
- Be careful in areas that were once relatively empty and safe for travel, as they may now contain unfriendly inhabitants.
- Raumarik: New inhabitants have migrated to Raumarik. The ancient guardians of the area have become more tolerable to those that wish to help rid their once peaceful area of their bothersome neighbors. Even bounty hunters have been called in to exterminate some of the local wildlife.
- Added monsters for players level 40 - 50
Hibernia Monsters
- A bug was found with the path of the Unseelie Envoy and his escort. His escorts and stallions should no longer decide that the trip to the Bog is not worth their time and cross through Innis to return home. This group may now also show up during the day or night (previously, he only came out in the day).
- The cliff dwellers were previously seen gathering on the shores of Moher in a massive packs to witness a spectacle that seemed to baffled outsiders. Apparently, the spectacle has passed, and they will now continue along their daily routine.
- The giant ants found in various areas of Hibernia have lost their bright red luster.
- The giant lusus, an abomination of nature, was reported as looking even more bizarre than previous sightings.
- The Cursed Forest is undergoing an update to add more encounters for higher level players.
- Beware of new denizens stalking what once may have been safe areas. Changes to this zone are ongoing so be on the lookout for new additions over the next couple of versions.
- Cursed forest: Rangers are reporting that the Cursed Forest is stirring with more creature activity than before. It is advised that you do not explore the forest alone. Poachers have flocked to the area to take advantage of the more fertile hunting grounds. Powerful and dangerous forest scorpions have been spotted in certain areas as well. Fomorians have invaded the southern region of the Cursed Forest. Also, undead have been appearing in the northern expanses of the forest. (player levels 40-50)
Albion Monsters
- The Keltoi casters should no longer "chain" cast.
- Some changes are being made to Llyn Barfog. If you frequented that area, know that your same favorite creatures to hunt are still there, but they may have migrated to different areas. Expect to see more changes soon.
- Some of the more powerful cythraul are now called wicked cythraul
- Scholars have discovered that creatures in the lake called "afanc" are actually just afanc hatchlings. One of the scholars warns of the day when their mother will return.
- Boggarts, found in Pennine Mountains, have taken on a somewhat more sinister hue to their appearance.
- The bogmen of Avalon Marsh have learned to blend in better with their surrounding environment.
- Scouts have classified a new creature in Llyn Barfog that they call the diamondback toad. The amphibian is described as being large, fast, and has a very tough diamondlike skin that is hard to pierce. Fortunately, the animal appears to be content with its surroundings and does not appear bother other creatures.
SPELL SYSTEM NOTES
- All spells were gone through and ranges made consistent. No spell was reduced in range, but many were increased, in order to be consistent with spells from other casters, and in some cases with spells from other Realms. The following spells had their ranges increased: Shift Health, Reflect Attack, Inflict Minor Forgetfulness, Wake Senseless, Fungal Dispersion, Grasping Creepers, Fungal Covering, Minor Earthen Power, Minor Shield of Magma, Renew Spirit, Spirit Flow, Hugin's Affliction, Lesser Mind Jolt, Summon Fire, Minor Combustion, Minor Raven Bolt, Misleading Rapture, Minor Lullaby, Detect Flaw, Encourage Aggression, Convert Spirit, Persuade Will.
- Fixed bug with resistance debuff on Searing Wind line and Minor Raven Bolt. These should properly debuff resistance now.
Albion Stores
Bounty Stores-
Calldir Edelmar - Guild Hall, Camelot City
Freya Edelmar - Guild of Shadows, Camelot City
Maye Edelmar - The Academy, Camelot City
Dare Edelmar - Defenders of Albion, Camelot City
Aklee Edelmar - Church of Albion, Camelot City
Quilted Store
Sebil Lenut - Lethantis Association, Campacorentin Station
Staves:-
Brother Salvar - Defenders of Albion, Camelot City
Hibernia Stores:
Bounty Stores-
Kiley -- Located in the Way of Stealth advanced trainer's building
Antaine -- Located outsided the Way of Arms advanced trainer's building
Grainne -- Located in the Way of Nature advanced trainer's area
Ailson -- Located in the Way of Magic building
Aghaistin -- Located in the Palace
Midgard Stores:
Bounty Stores-
Royd - Aesir Temple
Elli - Jotun Temple
Tora - the Main Hall, with the guild registrar
OBJECT NOTES
- All magic item drop rates for dungeons were tuned down slightly, while all drop rates for surface magic items were tuned up slightly. Dungeon drop rates are still higher than surface drop rates overall.
- Some of Bri Lieth's denizens were itemized (level 10-20).
- The Cap of Mind Bending can now be dyed.
- Mantle of bear-like visage can now be dyed.
- The Singed Fellwood Shield had the class restrictions removed. Now only classes that can use large shields can equip it. It now raises Strength and Constitution instead of Piety.
- The Jewel Dusted Robe now raises the Mentalism skill instead of Mind.
- The Ancient Oak Longbow now raises the Longbow skill instead of bow.
- The Glowing Sherrie beads is now set with its correct level.
- The Rangers Charm should have its correct level now.
- The Encrusted Truesilver necklace should have its correct level now.
- The Eir Blessed Tunic now can take enamel dyes.
- The Reincarnated Femur War Maul now has a 2 handed hammer graphic.
- The Ebony Axe of Mindless Rage now raises Strength instead of Berserk.
- The Gauntlets of Black Death now raises Strength instead of Celtic Dual
Wield.
- Winter's Spears now "proc" for appropriate level Hunters.
- The "Spirit Threaded Cloak" (cabalist quest reward) now take emblems.
- The Riva hauberk (Midgard) can be dyed.
====================================
Dark Age of Camelot
Version 1.44 Release Notes
January 29, 2002
====================================
NEW THINGS AND BUG FIXES
- Ground targeting mode no longer causes your figure to "run in place".
- When using /STUCK or falling through a city, you'll now return to a safe spot in the city instead of your bindpoint.
- We have converted all your existing Realm Points into Bounty Points.
- Pet buffs are now shown in the Pet control window.
- Fixed a crash bug dealing with nocking arrows. This bug would cause players in view of the archer to crash.
- Fixed a rare client crash bug that happened when players were interacting with interface dialog boxes.
- Fixed a bug where if a player went linkdead while zoning when carrying the relic, the relic would respawn at the shrine. It now respawns in the portal keep (last known position before the player zoned).
- In the next step of modifying our buffing system, you'll now notice that your stat-buffing items have much more effect than they did before - 50% more. So, if you had a +10 strength buffing item, it will now be (automatically) a +15 strength item. You can see the new buff amounts on your items by right-clicking on them and pressing shift-I (by default, if shift-I doesn't work type /keyboard and scroll down to "Information" to see where you have it hotkeyed) for information.
- Debuff spells are now very effective against enemy buffs. You'll now notice that debuff spells can "take down" an enemy buff quite well. Debuff spells are still effective against non-buffed enemies, but are stronger against buffed ones.
- We fixed a bug where parrying against another player in PvP would work inconsistently. You'll now notice that you parry much more reliably when fighting other players.
- When a pet in a group kills a monster, anyone in the group can now pick up the treasure. Previously, there was a bug that only the master of the pet could pick up the loot.
- Bardic/Minstrel instruments now have stat and skill bonuses just like other objects. They also now have condition/durability like other objects, and will degrade with use. We have set all existing instruments (i.e. the ones your character is now using)to max condition - but they will start degrading from there.
- New monster pathing data has been integrated that keeps pets from walking through closed keep doors.
- A bug where dialog boxes (system messages, group invites, etc.) were not being displayed to characters who were moving has been fixed. The dialog now displays correct no matter if the character is moving or standing still.
- You should no longer be able to squirm through a boundary wall (it does a double collision check).
- Names for stag form Heroes is now displayed at a proper height - it no longer intersects with the model's head and antlers.
- You can now get extra information about combat styles by right clicking on them and hitting shift-i (by default) to view information. This works much the same way that it does for spells - you'll see extended information about the style, including when you can perform the style, and what effects (if any) it has. It also lists the specific style required as an opening move, if one is required.
- The bug where players could fire spells and arrows through doors has been fixed.
- The bug where players could cast certain spell (such as buffs and ressurections) through walls has been fixed.
- Dual wield and Celtic dual wield percentages have been increased slightly. Lower level (pre-20th) dual-wielding classes won't notice much difference, but up at the higher levels, you'll notice that you attack more often with both weapons.
- Fletchers can now repair bows.
- Weaponcrafters can now repair shields.
- Salvaging Natural Material items will now return correct type of material.
- Pets will no longer attack doors continously after they are released.
- Assassin-type classes (Infiltrators, Shadowblades, Nightshades) were being awarded level 1 of Safe Fall twice instead of Level 2, when they qualified for level 2. This has been fixed, and if your character has enough specialization to warrant level 2 in Safe Fall, they will have it when you log in.
- Dexterity now modifies a spellcaster's casting time. Your casting speed can be modified up to 25% faster for a character that is max-buffed and has a high dexterity.
- We removed range restriction from pets in Defend mode. Now they can go after archers autonomously.
- Pulsing group based spells now work for solo casters and their pets. Previously, they only worked if the caster was in a group.
- Pets may now be commanded to attack doors and objects.
- In Defend mode, Pets will no longer go into combat mode against attackers unless that attacker does damage (meaning the pet will no longer attack on a miss/bladeturn).
- When a member of your group goes linkdead - they'll change to a different color and their name will be surrounded by *'s.
- You can now map a new "strafe toggle" key - hold this with turn left/right to strafe left/right.
- When chatting, you can now use SHIFT-HOME and SHIFT-END to move the cursor to the front or back of the chat line.
- You can now see larger monsters from farther away.
- Right clicking on an empty slot in the backpack no longer shows a question mark.
- You no longer have to hit the tilde key (camera toggle) to recenter the camera with the camera recenter key.
- When you shift-rightclick to get rid of a concentration buff, you'll no longer quick view the spell.
- When you die and release, your camera recenters behind your character in third person view.
- Spell effects cast on your player can now have extended information displayed with the SHIFT-I key. Right click on the effect to quickview it then hit SHIFT-I to get more information.
- The tradeskill timer window now remembers alpha and position settings.
- The middle mouse button is now mappable in the keyboard configuration screen.
- The quest accept/decline window will now properly go away if you move too far away from the NPC who gave you the quest.
- Treasure in dungeons should no longer fall through the floor.
- New setting added to monsters to make them light up at night, if they are configured to do so.
- The CONTROL-ENTER key no longer allows you to print text in your system chat window.
RELIC SYSTEM NOTES
Stealthed characters can no longer sneak into a Relic Keep, pick up a Relic, and sneak out. The intent when designing the class was to let them sneak into a keep, but become visible once the Relic was picked up - so they could be able to do reconnaisance, or take advantage of a chaotic situation by sneaking in the keep in the middle of a fight, grabbing the relic, and running. They were not intended to be able to steal Relics on their own. So, in light of this, we have made the following two changes:
- Whenever a stealthed character picks up a Relic, they will become visible.
- You can no longer go into stealth mode when you are carrying a Relic.
SPELL SYSTEM NOTES
- Robe caster shield spells have been increased in effectiveness to bring them on par with the target armor factor for their level.
- Some new damage absorption spells have been added to bolster robed mage defense, giving them some absorption from non-magical damage. Each Robed caster now gets a new spell at 30th and 41st level, which gives 5% and 10% damage absorption, respectively.
Wizard/Theurgist, Path of Earth
30 Buffer of Earth
41 Buffer of Stone
Sorcerer/Cabalist, Matter
30 Dampening Ward
41 Nullifying Ward
Spiritmaster/Runemaster, Suppression
30 Magical Buffer
41 Suppressive Buffer
Eldritch/Mentalist/Enchanter, Way of the Moon
30 Ward of Power
41 Barrier of Power
- We updated the the concentration spell system, so now concentration spells point costs have now been changed to use absolute costs. This means that when you cast lower level concentration buff spells, you'll be able to cast more of them, but when you cast higher level ones, you can cast fewer.
- All concentration buff spell casters now have a choice of at least one lower level spell in addition to their normal higher level spell. This now gives them the choice to cast many low level buff spells, or a few higher level ones.
- Players can now cast a maximum of 16 concentration spells, no matter their level.
- Midgard Shaman have a new spell line in their Augmentation specialization that buffs dexterity and quickness.
3 Gloom's Guide
6 Gloom's Wisdom
10 Gloom's Enlightenment
14 Murk's Guide
21 Murk's Wisdom
28 Murk's Enlightenment
37 Shadow's Wisdom
47 Shadow's Enlightenment
- We changed the way buffs work to make them more useful to casters who wish to specizlize in advanced buff spell lines. Previously, there was little reason to specialize in advanced buff spell lines - you could buff enough with baseline buff spells to hit the level cap, making it essentially useless to specliaze in advanced buffs. Also, because spell buffs had such high values, the effect of constitution and strength enhancing items were severely reduced. The intent of the recent change was to modify the effect of the buffs as little as possible, but make items and buffs consistent across all classes and levels. With this new system, you now can have as much enhancement as you did under the old system, but you must gain the buffs from items, base buffs, and specialized buffs - they all stack with one another and are now capped separately. So, with this new system, you can have as much buff in strength and constitution as you did before, but you must receive buffs from different places in order to reach the same level. Now, stat-buffing objects are much more useful, as are buff-specialized casters.
Stat buffs and debuffs should effect the following factors:
Strength: affects offensive skill for players and monsters.
Dexterity: affects defensive skills and casting time for players, and defensive skill for monsters.
Quickness: affects attack speed for players and monsters.
Constitution: affects hitpoints for players, and affects damage absorption for monsters.
Remember that pets use the monster bonuses. Players can have a stat buffed up to 10 points or their level, whichever is higher. Also, "Combo Buffs" stack on top of normal buffs to add even more points (up to double).
- Mage dexterity buffs now correctly reduce (not add to) casting time.
- Fixed the graphical spell effects for numerous monster spells. The correct graphical effect should now play when a monster casts a spell.
- Increased ranges on Theurgist spell lines Blasting Breeze, Searing Wind, and Frost Blast.
- The Runic Ward line was set up improperly in the Runes of Suppression list for Runemasters. The levels had to be changed to keep the spells from overwriting each other. The new progression is as follows:
L2 Runic Ward
L10 Runic Fend
L16 Runic Shield
L26 Runic Guard
L34 Runic Barrier
L44 Runic Wall
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will now give you the correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct dagger icon.
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more uniform across the board. The trinkets for the lower half of the skill range will be a white gem icon, with the trinkets for the upper half will be the black gem icon.
- Fixed Midgard cloak recipe so that there should be a separate hooded cloak recipe.
- We changed the difficultiy of Hibernian two handed sword hilt to be similar difficulty to the blade and final combine.
OBJECT NOTES
- We made large-scale changes to the treasure drops in the Bog of Cullen and Vanern Swamp. You'll now notice lots more treasure there and much more variety. Also, if you currently have items that you've already gotten from these areas, you may notice that they are slightly more powerful than they were before.
WORLD NOTES
Midgard Quests:
Quest Wisdom of Time: Inaksha will no longer skip over her entire talk when you first speak with her.
Quest: Spat the Cat: Players can now continue speaking with Vik if they are on steps 1 or 2 and lost their dialog box.
Hibernia Quests:
Two new Hibernian quests have been added. Players should speak to their local wandering Filidh's for more details.
Lusmorebane and Driss no longer have one-time drops - they now have quests associated with them.
Midgard Objects:
The Mischief Maker's Axe will now proc its spell.
Albion Monsters:
While trying to obtain more information about the newly discovered diamondback toads in the Llyn Barfog area, scouts came across what they describe as a "two-legged no-armed goblin with a nasty set of teeth." The scouts also said that these creatures appear to live in colonies that center around ancient mystical rock formations. Caution is advised to all who travel along the western shores of the lake.
This is the last one, I swear. Blame a fellow named Darren for the patch title =)
==================================
Dark Age of Camelot
Version 145H Test Release Notes
February 6, 2002
==================================
NEW THINGS AND BUG FIXES
- In our buff system overhaul of last version, we introduced a bug that we must take steps to fix. The effect of Quickness buffs increased overall player damage per second far more than same-level strength and dexterity buffs (thus removing the need to have strength and dexterity buffs in some cases). So, we've reduced the effectiveness of quickness buffs by 10-15% (depending on the level of the spell). This change will affect all melee and archer characters who have Quickness buffs cast on them. You will notice that you attack a little slower now than you used to when your Quickness is buffed.
- We found that Combat Haste buffs are far too effective - they lower player's attack timers down to 1.5 seconds or less, in some cases. Their effectiveness has been reduced, and it now abides by the overall 1.5 second attack timer clamp. This change affects melee character who had Combat Haste buffs cast on them (although not archers, who were not affected by Combat Haste buffs). Please note that we have lessened the effect this change will have on Friars (who rely more on this type of spell than any other class) by bumping up the effectiveness of their self-haste buff.
Because we'd rather do this now than on the live servers, have another Pendragon patch!
==================================
Dark Age of Camelot
Version 1.45G Test Release Notes
February 6, 2002
==================================
NEW THINGS AND BUG FIXES
- You now have to use a "use item" key when using a charged item's special magical ability. In order to use these charged items, you must have first dragged the magical item's icon to your quick bar. Then, to fire it, press the use item key, and then within 1 second, press the quick bar number of the item. Please note that there is currently no way to use the mouse to use these items.
- Troll males had one hair combination that referenced a bad art file that resulted in their "hair" not having a texture. This has been fixed.
- Please note that many spell graphics have changed since the last version. We are currently revamping the way spell graphics are assigned to spells. The graphics will be in flux for a short time before we complete the change. Pay special attention to your spells and be sure you are familiar with their new visual appearance.
- We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line.
Can you tell I'm running out of clever headlines for the Pendragon patch notes? Read and enjoy:
==================================
Dark Age of Camelot
Version 1.45F Test Release Notes
February 6, 2002
==================================
A NOTE ON THE NEW AREA EFFECT SPELLS
In yesterday's patch we announced that many spell lines that previously did not contain Area Effect spells had those spells added to them. The problem that was addressed by this fix was that in most cases, robe-casters had only one line which contained area effect damage spells. Because area effect damage spells are by far the most popular and effective RvR spell to use, most players were specializing only in those lines that contained area effect damage spells, because they wanted to be sure that they had these spells when they raised to a high enough level to RvR. This led to many underutilized spell specializations, and worse, players that did specialize in those lines that did not contain area effect spells sometimes found themselves in a situation where they wanted to contribute area effect damage to RvR, but could not, because they simply did not specialize that way.
So, now more spell lines contain area effect damage spells, but be aware that the specializations that recieved these spells previously (such as the Fire Specialization for the Albion Wizard) still do at least 15% more damage than the new spells. So, a Wizard who is specc'ed in Fire will still do more area effect damage than a Wizard who is specialized in Earth; however, the Earth-specc'ed wizard can now contribute area effect damage against enemy players and monsters, albeit at a lower rate.
NEW THINGS AND BUG FIXES
- We've made a change to the spell critical system we introduced on Pendragon last week. Now, only "Robe" caster's direct damage spells will do critical damage. Specifically, the classes whose direct damage (bolt, AE, regular DD) spells will have the chance to do extra critical damage are: Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter.
- Acuity Spells now function correctly. As implemented yesterday they actually buffed nothing. This is a Pendragon-only bug fix.
- NPCs who recharge charged items are now labeled "Rechargers".
- The stat "cap" has been raised from 250 to 350. Stats now give +1% bonus per two points from 50 to 200 then +1% bonus per four points from 200 to 300 then +1% per five points from 300 to 350. The total stat bonus cap has increased a total of 10% from the old system. This means that you can raise your stats higher than you could before (a total of 100 points, which reflects a bonus of an extra 10%) more. However, you will notice that if you character currently has items/spells that buff his stats to the 200-300 range, that stat will have slightly less bonus effect than it did under the old system - but you can now raise stats past the old cap for more effect. End result: more potential buff bonus, may impact players who are currently buffed to the old (250) cap.
- Mind Magic has been added to the new Spirit Resistence category. It was inadvertantly left off the list in yesterday's patch.
- Fixed the spell information (shift - I) function such that "damage type" only appears for spells that actually do damage.
- The Wizard's new Earth spec AE spell (Molten Earth line) has had its damage type updated to Heat and had its spell effect changed to be more appropriate. It had been erroneously set to Cold damage. This is a Pendragon-only bug fix.
====================================
Dark Age of Camelot
Version 1.45D Release Notes
February 8, 2002
====================================
We made a few changes that fix a few more bugs introduced in 1.45.
- We introduced a bug where line of sight was no longer required to fire arrows or spells at an enemy (i.e. one that is inside a keep). This has been fixed. You now once again must have line of sight.
- The granite giants in Dartmoor were not using proper bow animations. This has been fixed.
- Keep Lords, in some cases, were healing themselves at far more than their normal rate. This led to them basically being unkillable, and has been fixed.
- The Stunning Flash and Holy Anger Cleric Smite lines had their power costs unintentionally increased. These have been returned to their old values.
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Dark Age of Camelot
Version 1.45C Release Notes
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This is a small update that contains three fixes to problems found in version 1.45.
- Objects that buff stats that affect a spellcasters power pool (i.e. the amount of spells they can cast) were not working. They have been fixed, so now all items that you had that increased your power pool (+int items for mages, +cha items for bards, etc.) are working again.
- Archers who did not max-specialize in Critical Shot were doing far less damage than they should have been when performing a Critical Shot against monsters or enemy players. This has been fixed. Remember, however, in 1.45 we reduced in general the amount of Critical Shot damage against higher-level enemies. This bug fix does not affect that change.
- We've taken steps to address problems players have when zoning into dungeons (falling through floors, etc.).
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Dark Age of Camelot
Version 1.45 Release Notes
February 7, 2002
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Dark Age of Camelot Version 1.45 introduces three new "Epic" zones into the game, plus a load of bug fixes, itemized zones, objects, monsters and much more. This list of additions and changes is extensive, so please read these release notes closely.
NEW MONSTER GRAPHICS AND SOUNDS
- Three Dragons (Wolf-headed, Stone, and Glimmer), with sounds.
- Demon model, with sounds
- Imp model, with sounds.
- Afanc model, with sounds.
- Baby afanc model, with sounds.
- three Rock Ogres (one new model, three new skins).
- new flying pixie model, with sounds.
- new werewolf-model skins.
- There is a new giant humanoid monster model.
- New "glow in the dark" Glimmer Knight (2 types), Glimmer Witch (2 types), and Glimmer Ghoul figures have been added to the Hibernian Epic zone.
- By public demand, the frog model finally has his own sound effects.
- The Svartalf (dark elf) now has his own model.
- There is a new "scaly wolf" skin to go with the new Midgard Epic zone.
NEW THINGS AND BUG FIXES
- Stats are now "clamped" at 300 (i.e. 300 is the most that any one stat can be buffed) as far as the underlying buff effect is concerned. Previously, the clamp was at 250, so now you can get an extra 50 points added to a stat when it is buffed. Please note that this change is different from the one tested on Pendragon, which was determined not to be as good for the game as intended.
- The experience point death penalty was too high for those players in the mid to high 30's level range. We have scaled back the number of experience points you lose on death in those level ranges.
- In response to player demand, you can now turn spell effects off if you wish to increase your frame rate in situations where there are lots of spells being cast. You can now toggle spell effects to all/none/self only with the /EFFECTS NONE, /EFFECTS ALL, /EFFECTS SELF toggles. With /effects self turned on, you see your own spell effects, but not those of other casters.
- The Detect Hidden ability was changed to increase the range at which Nightshades, Shadowblades, and Infiltrators (the only classes that receive Detect Hidden) can detect other hidden players.
- In our buff system overhaul of last version, we introduced a bug that we must take steps to fix. The effect of Quickness buffs increased overall player damage per second far more than same-level strength and dexterity buffs (thus removing the need to have strength and dexterity buffs in some cases). So, we've reduced the effectiveness of quickness buffs by 10-15% (depending on the level of the spell). This change will affect all melee and archer characters who have Quickness buffs cast on them. You will notice that you attack a little slower now than you used to when your Quickness is buffed.
- We found that Combat Haste buffs are far too effective - they lower player's attack timers down to 1.5 seconds or less, in some cases. Their effectiveness has been reduced, and it now abides by the overall 1.5 second attack timer clamp. This change affects melee character who had Combat Haste buffs cast on them (although not archers, who were not affected by Combat Haste buffs). Please note that we have lessened the effect this change has on Friars by bumping up the effectiveness of their self-haste buff to compensate.
- Fixed the spell information (shift - I) function such that "damage type" only appears for spells that actually do damage.
- Monster corpses will no longer spin to face the killer.
- The /WHERE command (to make a guard point towards an NPC) should now be more reliable.
- When you target yourself, you'll always be yellow.
- The appeal window will no longer disappear when moving (you can now appeal while falling for instance).
- The Performance Meter (SHIFT-P) has been fixed - previously it did not update correctly. Now you can see network latency (lag), dropped packets, and frame rate performance.
- You should no longer see a dead player perform his death animation long after he died. This happened when you came within download (visible) range of him while he was dead.
- Realm titles have been added to other player's names in RVR warfare. For instance, instead of seeing a "Briton Defender" you'll see a "Briton Dragonknight" if the other player has a realm title.
- When zoning, if your client crashed, you would re-enter at your bindpoint (a free teleport). This has been fixed.
- The /FRIENDS command should now show your full friends list correctly.
- Players whose framerates would drop below 5 fps would run more slowly (and fail to catch up with the rest of their group). This has been fixed.
- Dead people can no longer see stealthed enemies.
- On a ladder (or when climbing), when you hit the ground, you will now automatically detach from the ladder (or wall).
- You now should go to the correct "safe spot" in the cities when you fall through the city or type /STUCK.
- New sounds now play when you change inventory items.
- You should now be able to get information (shift-I) on an item that is in a player trade window (i.e. when you are selling or trading items with other players).
- Scouting monsters now have the Detect Hidden ability. If you are higher level than they, then you still have a good chance of staying hidden, but beware of scouting monsters that are higher level than you.
- You can no longer "lock up" NPC archers who are defending keeps. Previously, some players were exploiting a bug where when you had an archer with 0 max velocity, you could engage him from a distance then back out of his arrow range where he could not be attacked. The NPC archer would remain "locked up" and would not attack anyone else. This has been fixed - the NPC archer will now pick a different target within range if he can't reach his original target.
- Fixed a collision problem where people could warp through doors and walls.
- You can now click on open doors to select them.
- fixed upgrading of doors to level 9 and 10 for free. You now have to have the requisite number of materials to upgrade to these levels.
- The minimum attack timer has been reduced, so you should see quickness buffs have more positive effect on your attack timer than they used to - i.e. you should now see yourself attacking more quickly. Previously, it was too easy to hit the minimum attack timer when quickness was buffed, this reducing the effectiveness of these buffs.
- You now have to use a "use item" key when using a charged item's special magical ability. In order to use these charged items, you must have first dragged the magical item's icon to your quick bar. Then, to fire it, press the use item key, and then within 1 second, press the quick bar number of the item. Please note that there is currently no way to use the mouse to use these items.
- Troll males had one hair combination that referenced a bad art file that resulted in their "hair" not having a texture. This has been fixed.
- We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line.
SPELL SYSTEM NOTES
General Changes
- We've made a change in the way that specialization affects Self Armor Factor buffs for robed casters. Now, robed casters are no longer affected by specialization (casters who specced outside their shield line's skill were taking a significant defense hit). However, Armor Factor Buffs for concentration casters remain affected by specialization.
- Damage clamp of spell damages raised to be comparable with damage clamps from melee attacks. These should only come into play when you smack low level targets (grays). Now caster max damage against low level players and monsters should be about the same as melee max damage.
- Low level monsters could previously interrupt much higher level spell casters and archers. This has been fixed.
- You should no longer get the "You cannot cast while moving!" print when you stand and try to immediately cast.
- Wizards, Theurgists, Spiritmasters, and Runemasters will now be awarded all specialization spell lists when they change class (before you had to specialize to level 5 in your base skills to get your specialization lists). Existing characters will get their new lists after the first time they train in their base skills (at any level).
- Please note that many spell graphics have changed since the last version. We are currently revamping the way spell graphics are assigned to spells. The graphics will be in flux for a short time before we complete the change. Pay special attention to your spells and be sure you are familiar with their new visual appearance.
- We've added the chance for "robe" caster spells to do additional critical damage. Specifically, the classes whose direct damage (bolt, AE, regular DD) spells will have the chance to do extra critical damage are: Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter.
Buff Spell Changes
- The Constitution buff in Midgard has been moved from the Healer Augmentation specialization track to the Seer basic abilities (meaning now Shaman and Healers will both get the base Con buff). We made this change to bring Healer/Shaman in line with healing/buffing classes in other realms that have con buffs as a base class abilities. The levels awarded are:
3 Augment Health
9 Increase Health
14 Enhance Health
20 Strengthen Health
29 Exaggerate Health
38 Intensify Health
47 Amplify Health
- Mage "acuity" buffs are now in the game, in the primary buffing track in each realm. This buff enhances the primary stat of the realm's "robe" casters, which directly raises the damage output of direct damage spells. Classes helped by this buff: Wizard, Cabalist, Theurgist, Sorcerer, Runemaster, Spiritmaster, Mentalist, Eldritch, and Enchanter.
Cleric Enhancement Spec
11 Acuity of the Seer
22 Acuity of the Prophet
31 Acuity of the Sage
42 Acuity of the Magi
Shaman Augmentation Spec
12 Sight of the Deep
22 Wisdom of the Deep
31 Sagacity of the Deep
42 Vision of the Deep
Druid Nurture Spec
11 Nature's Sight
22 Nature's Wisdom
31 Nature's Sagacity
42 Nature's Vision
New Area Effect Spells
- Several new area effect damage lines were added to the Wizard, Runemaster, and Eldritch. The problem that is addressed by this fix was that in most cases, robe-casters had only one line which contained area effect damage spells. Because area effect damage spells are by far the most popular and effective RvR spell to use, most players were specializing only in those lines that contained area effect damage spells, because they wanted to be sure that they had these spells when they raised to a high enough level to RvR. This led to many under utilized spell specializations, and worse, players that did specialize in those lines that did not contain area effect spells sometimes found themselves in a situation where they wanted to contribute area effect damage to RvR, but could not, because they simply did not specialize that way.
So, now more spell lines contain area effect damage spells, but be aware that the specializations that received these spells previously (such as the Fire Specialization for the Albion Wizard) do more damage than the new spells. All of these new AOE damage spells cost more power to cast and do less damage than the primary AOE spells (the ones that were in the game previous to this update). So, a Wizard who is specc'ed in Fire will still do more area effect damage (more spells cast, more damage per spell) than a Wizard who is specialized in Earth; however, the Earth-specc'ed wizard can now contribute area effect damage against enemy players and monsters, albeit at a lower rate.
The new AOE spells:
Wizard
Calefaction (Earth spec list)
8 Molten Earth
11 Lava Field
15 Expanse of Magma
20 Molten Puddle
28 Molten Pool
36 Molten Lake
47 Molten Ocean
Liquifaction (Ice spec list)
8 Simmering Cloud
14 Broiling Cloud
22 Sweltering Cloud
29 Burning Cloud
36 Torrid Cloud
46 Boiling Cloud
Runemaster
Runes of Darkness (Darkness spec list)
9 Raven Drove
14 Raven Flock
19 Raven Horde
25 Raven Throng
32 Raven Host
40 Raven Cloud
50 Raven Legion
Runes of Suppression (Suppression spec list)
7 Field of Suppression
14 Field of Slackening
20 Field of Entrapping
27 Field of Snaring
36 Field of Tangling
46 Field of Mazing
Eldritch
Vacuumancy (Mana spec list)
10 Lesser Kinetic Dispersal
14 Kinetic Dispersal
19 Lesser Kinetic Dampening
25 Kinetic Dampening
34 Lesser Kinetic Siphon
44 Kinetic Siphon
Resistances
In order to make the resistance system more streamlined, we've consolidated the various damage types and resistances inside of the game to six basic groups:
Heat - Fire and Light
Cold - Void and Dark
Matter - Earth and Matter
Spirit - Spirit, Mind, and Wind
Energy - Electricity and Mana
Body - Body, Poison and Disease
For now, this change will have little effect on your character. When you use the /resist command, you will now see these resistances printed instead of the old ones - also, when you get information about an item (shift-I), you'll see the item's resistance buffs printed in this new format as well. Please note that in the near future we will be adding resistance buffs and debuffs that will adhere to this new system.
Pet System Changes
The pets summoned by the Cabalist, Enchanter, and Spiritmaster have been revised to fix some bugs and improve functionality. Each Cabalist pet has different effects that trigger in combat, Enchanter pets can now cast various spells, and Spiritmaster pet effects are cumulative - each higher level pet will have the effects of all the lower level ones.
Please note that we are aware that some of the pet self-buffs are sometimes redundant with buffs that the player can cast on their pets. This is a known issue and it is on our list to address.
- You'll no longer see your pet self-buffing in combat instead of fighting.
The new Pets and their effects:
Cabalist
Amber Simulacrum - Has a self shield to improve defense, and extra hitpoints. A basic tank, plus has a chance to stun its target.
Ruby Simulacrum - Has a self damage-add spell that improves melee damage, but has lower defense and hitpoints.
Sapphire Simulacrum - Has a lifetap proc that improves survivability
Emerald Simulacrum - Has a chance of proccing either a poison dot or disease effect.
Jade Simulacrum - Has a self damage shield buff to do damage to attackers.
Spiritmaster (special abilities are cumulative)
- Spiritmaster summoned creatures can now be female.
Spirit fighter - no special abilities.
Spirit soldier - adds chance to proc a stun effect.
Spirit swordsman - adds chance to proc cold damage
Spirit warrior - adds chance to proc lifedrain
Spirit champion - adds chance to proc self bladeturn
Enchanter
Underhill friend - basic tank, no special abilities
Underhill companion - caster, low offense and hp, has a direct damage spell
Underhill ally - low offense and hp healer, casts a regen buff and will heal seriously injured group mates
Underhill compatriot - tank with enhanced defense, casts a self shield
Underhill zealot - advanced caster, has a chance of casting two different types of direct damage, and has a self dmg shield for melee.
ARCHER CHANGES
We are making several archer changes in this version. In short, archers are too powerful in RvR combat, but feel they don't have enough to offer in group-based monster hunting. We have spent a lot of time testing this in-house over the last week, as well as analyzing player and tester feedback, and have come to the conclusion that archers can kill higher-level players far more easily than we ever intended. Currently, low-40's archers can two-shot kill 50th level mages (who are red or purple to the archer), which is far too powerful. The testing also found that archers were not as effective fighting monsters in groups as we designed the classes. This version takes steps to correct both these problems.
- Archers no longer receive a to-hit bonus against sitting opponents. Low level archers could previously crit shot much higher level sitting targets - ones they normally could not hit at all if the target was standing.
- We've lessened the damage that Critical Shots do against higher-level player targets. Against same-level or lower enemy players, your critical shots will do exactly the same damage they always have. However, against higher-level enemy players, your damage will be less, depending on how much higher the player is than you. Please note that this change does not affect critical shot damage versus monsters at all - the change only effects RvR combat.
- Arrows do exactly the same amount of damage in combat versus monsters as they always have, but they now accumulate less "aggro". This means that you can use your critical shot or normal shot in combat with monsters and the monster will be less likely to aggro on you, and will be easier to pull off you if you it does aggro. We made this change because of archer complains (and subsequent testing) showed that archers indeed did so much damage to monsters that they automatically had the monster attack them exclusively for the entire encounter - an encounter which the archer would rarely survive. Now it will be much easier for them to do critical shot/normal bow damage against that same monster with much less chance of the monster focusing exclusively on them.
WORLD NOTES
3 New Zones added:
Three new "Epic" zones make their debut in this patch: one in each realm's home region. These zones are full of high level content intended for large groups of players 35 - 50th level. The encounters in these zones are fully itemized with appropriate treasure. The zones are laid out differently from most of our other outdoor areas, they are designed to more tightly constrict player movement, funneling groups (to some extent) through more targeted encounters that have to be bypassed or defeated before they can move on. Each of the zones has as its ultimate encounter a fearsome creature of monstrous power, let those who wander these zones take plenty of friends!
Please note that many of the monster models that appear in the new zones are placeholders and will be replaced with new ones over the course of this week.
Albion Zone: Dartmoor
In the times of Uther Pendragon, Articus, son of a Roman dignitary left his homeland to get away from the politics of Rome. He and his family settled in an area in the Cornwall region known as Dartmoor, a beautiful moorland with wooded valleys and windswept Tors. They had built a castle and established a respectable holding in the rugged area. About ten years had passed and still little was known about Lord Articus and his family, since they often preferred to keep to themselves. Duke Marcus of Cornwall dispatched a messenger to his quiet neighbor with invitations for them to attend an upcoming celebration. When the messenger never returned, a second messenger was sent. The second one, like the first, was never seen again. Whether out of concern or suspicion, Duke Marcus sent his son along with a contingent of knights to both investigate the disappearance of the messengers and the welfare of Lord Articus. Two weeks later, Duke Marcus' son returned alone. He was badly injured and his armor singed. He never told his father or anyone else what he saw. Some say it was fear. Others claim that it was his pride. The only thing he did convey was that Lord Articus, his family, and his servants were all dead. Until recently, people of Briton were warned away from Dartmoor. However, the people have grown restless and hunger for adventure. Their memories fade, and most have forgotten the warnings.
Last month, Sir Arward and 30 of his best fighters ventured deep in to the depths of Dartmoor. Two days ago, Sir Arward's scribe's journal, slightly singed and stained with blood fell out of the sky and landed in front of the guards at Prydwen Keep.
A summary of the journal explains a bit of what the party discovered. At first, all they found were wild ponies, small but tough little beasts. The group, thinking that they've been afraid to venture to the area because of a bunch of wild ponies, relaxed their guard considerably. Sir Arward ordered one of his scouts to climb a nearby granite tor so that he might see further in to the distance. However, as soon as the scout approached the giant granite mass, it turned and faced them. It was a giant, made entirely from granite, carrying a giant shepherd's staff. The poor scout never had a chance. The armored fighters engaged the massive creature and managed to defeat it. Their need for caution had been restored.
As they moved deeper into Dartmoor, it became immediately obvious that the giant they fought was neither unique nor alone. What had previously been mistaken for giant rocks seemed to come alive with movement. Trying to avoid the behemoths (though some fights were unavoidable), the group found themselves in a giant granite quarry surrounded by a group of ogre-like creatures. Surprisingly, they didn't attack the party. In a limited, barbaric grasp of the Briton language, the ogres claimed to be the Stonecrush Clan. They mined and ate granite, which angered the granite giants to no end. It was obvious that there had been some hostilities between the giants and the ogres, and the Stonecrush Clan considered Sir Arward's group as friends since they had fought and killed giants.
The journal contained little more information. The next page seemed to have been partially burned. Only one large word near the bottom could be read: Golestandt.
Midgard Zone: Malmohus
Hunters have reported that the Svartalfar have been extremely active in the Skona Ravine area. It seems they have been sending masses of their best scouts and infiltrators in to the woodland south of Skona Ridge, a little-known and less-explored region known as Malmohus. The werewolves of Skona, however, seem to be afraid of the area - they avoid it almost as if they believed Malmohus to be cursed.
A large group of hunters was sent to follow the Svartalfar into Malmohus, for it was obvious they were up to something. The hunters temporarily lost the Svartalfar trail when they stumbled across some odd looking creatures. They looked like wolves, but had scales and a lizard's tail. The hunters called them scaled vargs, and found out happily that their beast charms worked on the creatures.
They renewed their tracking of the Svartalfar and were fortunate enough to find a single Svartalf scout, who they restrained and interrogated. The svartalf was young and was almost happy to give the hunters the information they desired, so long as his life would be spared. The svartalf explained that these lands were the home of Gjalpinulva, a daughter of great beast Fenris Wolf, and some huge unknown creature. The scout said that Gjalpinulva, herself a gigantic abomination, in her loneliness, created creatures that would be loyal to her and serve her: intelligent scaled wolves that walk on two legs. The Svartalfar, the scount claimed, came to Malmohus to investigate the Gjalpinulva and her brood and possibly destroy them. The Svartalvear needed to gather more information about the huge creatures before contemplating any action against Malmohus.
The hunters let the young svartalf go, anxious to return to Jordheim and report their findings. The great beast Gjalpinulva and her minions have not yet been sighted. Their appearance and power remain a mystery, although it is assumed that she is gigantic and immensely powerful.
Hibernian Zone: Sheeroe Hills
In a routine scouting pass through the outskirts of the Bog of Cullen, a small group of seasoned rangers found that the landscaped had changed along the bog's northern edge. A pass, which had not been there previously, appeared from under a thick layer of mists. The rangers, dubious of the nature of the pass, scouted it cautiously. Before they ventured too far, small spirits that seemed to "glimmer" with an unusual light confronted them with aggressive intentions. Suspecting it to be a siabra trick, the rangers quickly dispatched the odd creatures. Not too long after their first encounter larger spirit-type creatures, sharing the same type of "glimmer" as the previous spirits, also attacked the group. These were obviously more powerful than the small spirits that were encountered previously, almost too powerful. The behavior of these spiritual beings was very unlike the siabra, and this new experience was more than the rangers wanted to handle without more information about what they were facing.
The rangers returned with their findings and decided to consult others. They found themselves reciting their story to many, but no one seemed to have any more information on these glimmers, as they came to be known. That was, until they found themselves in the company of the ancient elven sage, Tyldifyl. "Like the kingdoms of man," he began, "the Otherworld is also divided into regions, each often having its own ruler and laws. Some of those "kingdoms" are more known than others, since some wish to remain unseen. One such place is called the Sheeroe Hills, ruled by Cuuldurach the Glimmer King. Cuuldurach is an ancient and powerful being. He rules with absolute power in his realm, in the realm of what you call the Glimmers..."
The rangers gathered more information and found that the worshippers of the Great Azure, ancient relatives of the Firbolg who find their faith in the unclouded sky, have sent strong expeditions into the Sheeroe Hills. In their zealot-like reverence for their god, they believe that the glimmers are evil, tainted creatures of death, and because of that, they believe it is their duty to cleanse the land of their presence. They have established strongholds in the Sheeroe Hills and guard them closely, distrusting anyone but one of their own to venture near.
Dragon Behavior
The Dragon encounters in the new zones have been given special AI and abilities. These abilities will be used by the dragon at various times during combat, depending on the situation. Among other nasty things that the dragon does during combat (that we will not divulge) the dragon will get restless and go on a patrol once a day throughout his territory. Players in the zone will be given a warning via a zone-wide broadcast that the beast is on his way. He will fly through the zone, dive-bombing certain spots throughout the zone (clearings, monster camps, well-traveled pathways, etc.). So if you are hunting in one of the new zones and see a broadcast indicating the dragon is getting restless keep a sharp eye out.
Note that when the dragon on patrol does a "swoop down" on a player or group, he won't stick around to complete the fight - he'll keep on his path and return to his lair after dealing out some death from above. So, you're not going to be able to fight him fully while he's patrolling, but you can damage him.
Other Monster Encounter Changes:
Albion:
- The telamon of Lyonesse seem to be a tad less vigilant than before.
- Extremely nasty and intimidating creatures have been seen around Llyn Barfog. Some even claim that the Legendary Afanc, a demonic water creature of King Arthur's time, has returned to tend to her young. Use extreme caution when exploring this area.
Midgard:
- The isalf forayer population has increased slightly throughout the Midgard frontier.
- Relic Keep doors now set to Wood (material type) 10 instead of Wood 1. This means that they never need to be upgraded, since Relic Keeps can never be taken over by an enemy team.
Graphics Update:
- Several new monster models have been provided by our wonderful art team. Here is a list of some of the creatures that are sporting a new look.
ALBION
manes demon
grumoz demon
Fielath
wind mephit
impling
gwr-drwgiaid
fiery fiend
Ash
afanc hatchling
faerie mischief-maker
faerie wolf-crier
faerie bellwether
Lady Leanna
Ellyll windchaser
mist sprite
pixie
pixie scout
pixie imp
Pixie Queen
MIDGARD
flaming raukomaz
Lord Fire
wind sprite
Swift
mora rider
mora dancer
HIBERNIA
cruiach demon
Idol of Crom Cruiach
cruach imp
Spifnar
deamhan aeir
Aoife
mountain mephit
tunnel imp
Scratch
bocaidhe
bocaide
Yrial
orchard nipper
NPC Fixes
Runthal Devyn, the imposter fletching master that would not let you join the trade order has been removed from Camelot City by the city guard. Acey Dalston is the only fletching master authorized to admit new members.
Item Recharger NPCs
These NPCs will recharge all chargeable items (for a price, of course).
Albion:
- Camelot City: Miran Esric, at the Palace
- Cornwall: Larel Esric, at Cornwall Station
Hibernia:
- Kigua in Connla
- Tegau, in Tir na Nog. Tegau is located in the building across the street from the guard building where Sentinel Teadoir and Sentinel Kynon hang out.
Midgard:
- Ingirun in Jordheim
- Alrik in Gna Faste.
Hibernian Quests:
Quest - Criofan's Fish: Casters that finished Criofan's Fish can turn in the leather boots to Criofan, in Connla, for a set of cloth boots. Nightshades and Rangers can now do the quest.
Midgard Quests:
Quest - The Red Daggers: Players now have a reminder in their quest journal to turn in the scroll of seithkona to the Gythja of Bragi. Players that do not turn it in will now automatically have it deleted from their inventory when they complete that section of the guild track quest. Players that have it stored in their bank may DELETE IT!
Quest - Widower's Hunt: Healers have been added to the list of classes able to do this quest.
Ick and Piercer now have quests associated with them. Speak to the Barkeeps for details.
The Mischief Maker's Axe now procs correctly.
Albion Quests:
Quest: Amulet of the Planes
More detail regarding Borwyr's spawn time has been added to the journal.
Quest: Legione perso
Players on this quest should now be able to continue normally when fighting Lunaris primus pilus. Pets will no longer cause players difficulty when attempting to complete this quest.
Quest: The Captured Courier
Dunsten can now be re-spawned killing Elithralia Nodith. Dunsten should also remain in place longer so that players can turn their items into him.
OBJECT NOTES
Chargeable and other Magic Items
Some of the very high level monsters may drop charged items on occasion. This is a new object type that has just been added to the game. Chargeable items are regular weapons/armor/jewelry that have magical spells associated with them. These spells have a limited number of time that they can be used. To use a charged item, drag the object's icon to the quick bar (please note that the object must be equipped for this to work) and then click on it.
There are two types of charged items. The first type is non-rechargeable but the item will still function as normal (i.e. without its spell) once the charge has been expended. This means that if you have a sword with a fire spell attached to it, once the fire spell has been cast, you cannot cast any more spells with the sword, but the sword itself still functions as a regular sword.
The second type of recharged item can be used over and over again, requiring recharging from a special NPC (currently called a spellcrafter, but this name will change shortly). The NPC will charge a fee based on the item type you trying to recharge. See the world notes for a list of Spellcrafter locations.
This version also includes a ton of additional weapons with particle effects, and some new spell effects on items.
Many zones have been totally itemized or tweaked:
Note: Albion being the oldest realm, had more rare items to begin with. You will notice many of those rare objects have been modified so they now drop with updated magic bonuses. Existing items will not be affected.
- Cursed Forest (Hibernia) - is now itemized
- Raumarik (Midgard) - is now itemized.
- Salisbury (Albion) - added rare items and fixed non-humanoid drops
- Black Mountains South (Albion) - fixed non-humanoid drops
- Black Mountains North (Albion) - added rare items and fixed non-humanoid drops
- Camp Forest (Albion) - added Rare items and fixed non-humanoid drops
- Avalon Marsh (Albion) - added Rare items and fixed non-humanoid drops
- Llyn Barfog (Albion) - itemized the remaining new camps and added rare items to old camps.
- Lyonesse (Albion), item levels 30-50 (existing zone)
- Dartmoor (Albion), item levels 35-50 (new epic zone)
- Malmohus (Midgard), item levels 35-50 (new epic zone)
- Sherroe Hills (Hibernia), item levels 35-50 (new epic zone)
- Cornwall (Albion)
- Skona Ravine (Midgard)
- Silvermine Mts. (Hibernia)
- Cliffs of Moher (Hibernia)
- Shannon Estuary (Hibernia) - added rare drops
- Myrkwood Forest (Hibernia) - added rare drops
- Svaeland West (Midgard) - added rare drops
- Lough Gur (Hibernia) - added rare drops
Please note that Raumarik, Cursed Forest, and parts of Llyn Barfog have treasure that drops less often than other zones, but the items that are dropped are far more valuable.
We also went back through a couple of zones that were rare item drops, and made changes where appropriate. You'll now find that these zones have much more to offer:
- Muspelheim (Midgard), item levels 20-32
- Valley of Bri Leith (Hibernia), item levels 15-40
Other Object notes
- The Shadowed Vest should now be dyeable with leather dye (was previously only
using enamel)
- Gloves of the Spined Backpiercer should now be dyeable.
- Yellow Silken Robes can now be dyed.
- Hammer of Smiting should be sellable now.
- Band of Woven Gold (enc quest reward) had the +cha bonus changed to +dex instead.
- Supple Serpent-Hide Vest should now be correctly displaying information (one of the fields had resistance chosen but no actual value put in, so it was displaying "0%")
- Fixed a typo in the name of the Eagle Eye Talon.
- Changed the Gossamer Seolc Cap of Mentalism to correctly buff mentalism.
- Changed the article associated with the Kraggon Cloak to "a", and also changed the armor class to none so that it doesn't try to display an armor factor when information about it is shown.
- Changed the armor class to none on the Morbid Mantle (see Kraggon Cloak above)
- The Spectral Shroud (Hibernia) should now be dyable.
- The Shadowhands Cloak shouldn't display Armor Factor anymore.
- The following should now display con/dur/qua etc. : Glowing Ball of Mud, Gyrg's Cloak, Silver Chain, Belt of Animation, and Boneclaw Ring of Morra.
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will now give you the correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct dagger icon.
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more uniform across the board. The trinkets for the lower half of the skill range will be a white gem icon, with the trinkets for the upper half will be the black gem icon.
- Fixed Midgard cloak recipes so that there should be a cloak recipe a separate hooded cloak recipe.
- You should be able to buy the correct tanned torsion cables now instead of the incorrect linen torsion cables
- Icons for Midgard stave recipes show an actual staff icon now instead of a shield
====================================
Dark Age of Camelot
Version 1.46 Release Notes
February 21, 2002
====================================
ASSASSIN CHANGES
This version has some updates to the Assassin (Shadowblades, Nightshades, Infiltrators) classes, which should make them much more forgiving when it comes to training. We gave some of the classes additional abilities and all received a variable number of extra specialization points to give each of the Assassins a different "feel".
- Shadowblades have been given more hit points (as befits the more fighting-centric ethos of Midgard), as well as have had their specialization points raised to 2.2 per level.
- Nightshades now have a new line of level-based combat shout direct damage spells (in addition to the normal direct damage spells they already had) that they can use during combat to increase damage. They have also had their specialization points increased to 2.2 per level.
- Infiltrators have had their specialization points raised to 2.5 per level, a significant jump. This makes it possible for them to train much more in many more skills than they previously could, and have the chance to be much more well rounded.
In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.
Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points.
FRIAR CHANGES
With this version we have made some changes to the Friar to address that class's relative weakness at higher levels.
- Friars now have 1.5 specialization points per level (up from 1.0). This will allow them to specialize more fully in a few skills, and make them much more well rounded than they have been up until now. All existing Friars will be awarded the spec points they "should have" gotten, and can take advantage of this change immediately by spending these spec points.
- Friars now get Evade 5 at 33rd level.
- Friars now receive a line of Armor Absorption buff spells on their Enhancements specialization. See the spell system changes section for more information.
- Friars can now use shields (although not spec in them). Shields were never intended to be a big part of playing a Friar, but they were supposed to be able to at least equip and use them.
Friar Spell Change
We fixed a couple of problems with existing Friar spells that should make specializing in Enhancements much more useful.
- We converted Saint's Vigor (pulsing fatigue regen) to a shout so it can be activated in combat.
- We converted all the rest of the fatigue regeneration spells (Saint's Energy up through Saint's Tenacity) to reduce fatigue costs in a more consistent manner than they did before. Now these spells are self only duration effect, not pulsing spells, that progressively reduce the fatigue costs of all endurance-using activities.
- We changed the Speed of the Angel line to be a self only shout, that gives a 30 second haste buff that's should be quite effecitve. It can be re-used every 3 minutes.
MINSTREL/MENTALIST CHARM SPELL CHANGES
We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results.
- The Minstrel Charm does not require an instrument in hand while it is being used. Thus, a Minstrel can now have a controlled pet and melee at the same time.
- Even when the target is switched, the spell will continue to pulse on the original monster you had targeted. This means you can have two targets engaged at once, should you choose to do so (one for your pet, one for you).
- The Minstrel/Mentalist has an almost certain chance to charm/retain control of a creature his level or lower, although there is a small random chance that it could fail. The higher the level of the charmed creature compared to the Minstrel/Mentalist, the greater the chance the monster has of breaking the charm. Please note that your specialization level in the magic skill that contains the charm spell will modify your base chance of charming and retaining control. The higher your spec level, the greater your chance of controlling.
- If the charm breaks, the charmed monster will wipe his agro list and only agro on the player who was charming him. All creatures attacking the charmed creature will forget their agro against him.
- Please note that there is a small per-round power point cost for the Mentalist when they have a monster under their control.
Minstrel/Mentalist Charm Overview
The Minstrel/Mentalist charm ability does not work the way other charms work, nor is it intended to. This charm is intended not as a "pet" ability in the sense that all other pet abilities in the game are intended, but as an added ability that can be used for assistance during group or solo combat, or during emergency situations when charming a foe may work to the advantage of the group or solo player.
To charm a monster, you no longer require the use of the flute (for Mnstrels). Simply target the monster and use the corresponding spell/song for your charm. Monsters at or below your level will have a very small chance of resisting the charm as it pulses, which means there's always an element of risk involved. You may also charm monsters above the your level (oranges, reds and low purples), though as the monster level increases above that of the caster's, so does the risk of the monster resisting the charm and aggressing the caster. It is advised to not risk charming orange, red or purple monsters unless you believe the situation warrants this emergency action and only if you are prepared to accept the potential penalties involved with doing so.
Note that when a monster is charmed and in battle, and the charm pulse stops (or the monster is no longer under your control), the previously charmed monster's aggression will be turned away from the monster it was fighting and toward the caster until it is recharmed, it dies, the caster dies or the caster moves beyond the normal AI timer-based range of the monster. As casters become more experienced with using this ability, they should learn how to manipulate it to best fit their needs when solo or group hunting, so a degree of skill is involved.
Tip: When a charm breaks, the monster will immediately aggress the caster. This includes times when the caster actually releases the monster, so it's advisable to have the pet window set to "Stay" and then to get a comfortable distance away before releasing the monster, or to ensure you are capable of killing the monster upon releasing it.
Tip: You may use other songs in conjunction with this type of charm, though doing so will require song "twisting" - where you switch between playing two songs.
Bugs to note: There is a bug with the Minstrel's charm, where upon releasing the pet, even if you are further than melee range, the monster will still interrupt your current song when it aggresses (speed, mana or health), though only for the ten seconds the timer takes to elapse and for the song to restart (as with any other monster when the monster is aggressing in melee range). This is a known issue and will be fixed at some point in the future.
World Issues: We're aware of the limitations and availability of charmable, humanoid monsters (for Minstrels and Sorcerers) in Albion's high level zones - primarily Lyonesse, Dartmoor and Stonehenge Barrows - and we're taking steps to resolve this issue soon, so please watch for announcements.
ARCHERY ADJUSTMENTS
- We've decreased (again) the aggro that archers do to monsters while fighting monsters. This means that archers can now do even more damage to monsters without having the monster turn on them.
- We've increased the damage that archer Critical Shot does against higher-level monsters (monsters only, no change was made to RvR CS damage).
- Archers will hit more often in group situations - the group melee "to-hit" bonus has been increased. Archers (as well as any melee attacker) has more of a chance to hit a monster based on the number of people in the group. Archers now have a bonus over and above the regular melee bonus on "to-hit".
- Arrows that do different damage types (crush/slash/thrust) will now correctly show the damage additions.
- Archers will no longer see tenths of seconds when readying arrows. We never intended archers to see their timer on such an intimate level - it was initially set that way for balancing and debugging purposes in beta, and was never changed. Please note that all other timers in the game (spell timers, ability timers, etc.) print in seconds, not tenths of seconds. PLEASE NOTE THAT WE DID NOT INCREASE DRAW TIMES OR IN ANY WAY CHANGE DRAW TIMES IN THIS PATCH. We changed only the way that this is printed to you.
NEW THINGS AND BUG FIXES
- When we made all Stun/Mez/Root spells not chain cast-able a few versions ago, we unintentionally left the Spiritmaster point blank AE mesmerize line (the Gloom Wave line) as chain cast-able. This has been fixed, so you can no longer chain-mez with this line of spells.
- When you are trading to a craftsman who can repair - the craftsman can click on a new "repair" flag in the trade window to turn the trade into a repair session. For more information, see the section "new repair system", later in this release note.
- Bleed and Acid damage have been correctly assigned to body and matter resistance types.
- "/EFFECT SELF" should now show the correct spell effects that you cast on other players.
- Graphical weapon effects should now show correctly to other players. Previously, all weapons showed graphical effects to the person holding them, but some did not show up that way to other players looking at them. Now, they all work.
- We fixed a bug with evade that will effect those characters with evade 6 or above. You'll now see yourselves evading more often if you are a high level assassin character.
- You can now add multiple people to a chatgroup with a single slash command. Use /CG INVITE etc
- When an assassin poisons an enemy and the poison does DOT damage, the assassin will now be able to rehide even though he is doing damage against the target.
- Pets will no longer warp after killing an opponent and returning.
- Pets should now properly use their spells after engaging a target.
- Charged items (wands, etc) can no longer be used against players in your realm.
- Repairs on doors now cost 1/4 the wood they used to but only repair 1/2 the condition. Thus, to repair a door up to full will now take 1/2 the total wood but take twice the total time.
- Relic Keep doors are no longer upgradable. They will spawn at a high wood level (8) and will remain there. They can still be repaired.
- Recharger NPCs now work properly. They will now replenish charged items.
- There was a bug that prevented monsters from buffing and healing one another (if they are so designed). This has been fixed.
- There is better feedback on some of the tradeskill "fail" messages which tells you what level of the appropriate skill you need in order to create the object.
- When you are carrying a Relic and are killed, the Relic will now drop on the ground where you died.
- You can now longer pick up Relics (or any other items) while dead.
- You can no longer equip/unequip items while you are mesmerized.
- You can no longer perform dual wield/celtic dual combat styles while you are holding a sword and a shield.
- There was a bug that caused Intercept to stop working after only a few seconds if the enemy attacking your friend never landed a blow (i.e. missed).
- A charmed/controlled pet will now chase a target for a certain distance, and then return to its master. Previously, it would chase its target forever.
- Spell text messages of hidden (stealthed) players will no longer print to other players in the area.
- The Demon and Imp models inadvertently were introduced into the game a few versions ago with the other's skins attached to them. This has been fixed: the demon is now red and the imp is now green.
- If you are hidden, BAF monsters will no longer target you, if you are hidden before they are pulled.
- You can now cast damage spells on and send Theurgist pets to attack doors.
NEW REPAIR SYSTEM
To repair an object without dropping it on the ground, follow these steps:
1) The player (who wants the item repaired) drops the item on the (player) smith.
2) This brings up a trade window between the two players.
3) The smith clicks on the REPAIR box in the lower left of the trade window. Only the smith (receiving player of the trade) can click on this box.
4) The title of the window will now change.
5) The Player can add as many items as he likes to be repaired. If the smith cannot repair any item added, the repair box will uncheck and both will get a print.
6) The Player can add coins to the trade to pay for the repair.
7) The smith can add neither coins nor items to the repair/trade when in repair mode. Any items and money in the trade when repair is clicked should be cleared out.
8) When both click "Accept" all items are repaired and returned to the Player. All coins are moved to the smith.
SPELL SYSTEM CHANGES
Spell resistence buffs and debuffs are now in the game. Currently resistance buffs and debuffs only affect direct damage and bolt spells (not DOT, damage adds or damage shields).
Sorcerer body spec list
23 Illusions of Flame (heat resistance debuff)
33 Visions of Flame
44 Dreams of Flame
24 Illusions of Winter (cold resist debuff)
34 Visions of Winter
46 Dreams of Winter
27 Illusions of the Wastes (matter resist debuff)
36 Visions of the Wastes
48 Dreams of the Wastes
Cabalist Spirit spec list
22 Diminish Immunities (debuff body)
33 Disspate Immunities
46 Banish Immunities
24 Diminish Will (debuff spirit)
36 Dissipate Will
47 Banish Will
28 Diminish Conductivity (debuff energy)
37 Dissipate Conductivity
49 Banish Conductivity
Cleric enhancement spec
24 Spiritual Shield (spirit buff)
36 Spiritual Guard
47 Spiritual Barrier
27 Energy Shield (energy buff)
37 Energy Guard
48 Energy Barrier
23 Shield of Health (body buff)
33 Guard of Health
45 Barrier of Health
Friar enhancement spec
21 Resillience of the Wanderer (heat buff)
31 Fortitude of the Wanderer
46 Piety of the Wanderer
25 Hearth's Blessing (cold buff)
35 Hearth's Benison
48 Hearth's Gift
27 Attunement to Creation (matter buff)
37 Blessing of Creation
49 Oneness with Creation
Spiritmaster darkness spec
22 Dampen Health (body debuff)
33 Suppress Health
45 Extinguish Health
25 Dampen Spirit (spirit debuff)
35 Suppress Spirit
48 Extinguish Spirit
27 Dampen Capacity (energy debuff)
38 Suppress Capacity
49 Extinguish Capacity
Runemaster runecarving spec list
22 Vex of Heat (heat)
33 Vex of Fire
45 Vex of Flames
25 Vex of Cold (cold)
34 Vex of Frost
46 Vex of Ice
27 Vex of Soil (matter)
36 Vex of Dirt
48 Vex of Earth
Healer Augmentation spec
23 Gods' Health (body buff)
33 Gods' Vigor
46 Gods' Potency
24 Gods' Drive (spirit)
36 Gods' Will
47 Gods' Spirit
27 Thunder Affinity (energy)
37 Storm Affinity
48 Lightning Affinity
Shaman augmentation spec
23 Wrap of the Deep (heat buff)
30 Shroud of the Deep
43 Caress of the Deep
24 Warmth from Below (cold buff)
35 Heat from Below
45 Fires from Below
25 Rock Unity (matter buff)
38 Stone Unity
48 Cavern Unity
Enchanter mana spec
23 Amplify Heat (heat debuff)
33 Endow Heat
44 Empower Heat
24 Amplify Cold (cold debuff)
34 Endow Cold
46 Empower Cold
27 Amplify Matter (matter)
36 Endow Matter
49 Empower Matter
Eldritch void spec
22 Nullify Hardiness (body debuff)
33 Negate Hardiness
45 Void Hardiness
26 Nullify Spirit (spirit)
35 Negate Spirit
48 Void Spirit
27 Nullify Dissipation (energy/electricity)
39 Negate Dissipation
49 Void Dissipation
Druid Nurture spec
23 Strength of the Sun (resist heat)
32 Resillience of the Sun
43 Aura of the Sun
24 Warmth of the Badger (resist cold)
35 Warmth of the Wolf
45 Warmth of the Bear
26 Earth Affinity (resist matter)
38 Earth Bond
48 Earth Union
Warden nurture spec
22 Bolster Health (resist body)
32 Bolster Resillience
43 Bolster Heartiness
23 Warden's Courage (resist spirit)
33 Warden's Honor
48 Warden's Spirit
27 Defy Thunder (resist energy)
37 Defy Storm
49 Defy Lightning
- Buff-casting spellcasters can now have up to 20 concentration spells cast on their friends at one time. The previous limit was 16.
- Added new absorption buffs to the Friar Enhancement specialization track. Blessing of Resilience adds 5% melee damage absorption, Blessing of Absorption adds 10%, and Blessing of Dissipation adds 15%.
26 Blessing of Resilience
34 Blessing of Absorption
44 Blessing of Dissipation
- Added a direct damage shout to the Nightshade magic abilities. It will automatically be awarded as you level. It has a short range and a 20 second recast timer, and can be used in combat.
6 Dart of Night
9 Dagger of Night
13 Knife of Night
18 Stiletto of Night
24 Arrow of Night
31 Rapier of Night
39 Spear of Night
48 Lance of Night
WORLD NOTES
Midgard Quests:
Quest: Silent Death: Bork will no longer offer players a yes/no choice for selling the skull. If you chose 'No' and are now stuck on step 3, you can return to Bork in Huginfell and right click on him to continue the quest.
Quest: Hole of the Dead: Players that Dwarven Boots of Air or Gloves of the Eternal that con green to them should return to Frimeth in Vasudheim to exchange them for an updated pair. Players may only exchange their item one time.
Quest: Family Business: Slippers of Favor have been adjusted so they give a bonus to piety instead of intelligence. The items will be updated automatically, there's no need to turn them in to get the correction. Also, NPC Thrand has moved closer to civilization. He felt it would be in his best interest to relocate to just outside Mularn, near the guard tower
Due to popular demand, the Gloves of the Spined Backpiercer have been returned to the game. On a related note, there's a pretty new face in the svartalf camp.
Quest: The War Continues: Hunters will no longer be offered a shield as a choice for their level 40 guild track quest nor will they be allowed to trade in their weapon for a shield. Hunters that have a Midnight Defender, either from completing their guild track quest or trading in their weapon may now return to Mildrid in Haggerfell and exchange the shield for their choice of a weapon (1h sword, 2h sword, bow, spear). Hunters may only perform this shield trade in once!
Quest: Hole of the Dead
Items Dwarven Boots of Air and Gloves of the Eternal will now con correctly.
Quest: Evening's Empty Blessings
Adjustments have been made to the quest journal so players will have better information about their tasks.
Quest: Fervent
The elder sveawolf has gotten too old to lead players to Wildtooth anymore. He will give you directions to find Wildtooth.
Quest: Klippa's Claw
Players will no longer have to die to Riv to obtain the Riva hauberk. Players should follow their quest journal rather than doing what they THINK they should do to obtain the rewards for this quest.
Hibernia Quests:
Quest: Morven's Return
Blademasters and Druids who find repairing Cathbad's Blade a little too costly can turn the weapon in to Cathbad, in Howth, who will replace it with the same weapon minus the pricey repair cost. Players can only do this one time, and must have completed the quest.
Quest: Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly to low level questers.
Albion Quests:
Quest: Guild preparation: Humberton base class trainers will now respond to players when asked about a specific class.
Quest: Traveler's Way -- Supply Run: Players who are stuck on step one can continue along this quest by following new instructions in their journal.
Quest: Abolishment of Sacrifice: Sacrificer Harish should now spawn a bit more frequently.
Quest: Cloak of Shades Part 1: Those hunting undead druids in Salisbury should now receive their quest item.
Object: Rancid Black Tooth: This item should now "proc" as normal.
Quest: Traveler's Way - Dwarf raid. Raised the level of Girdle of Stalwart Spirit to make it a more appropriate reward for this quest.
Quest: Departed Hero: Players stuck on this quest can check their journal for instructions on what to say to Lieutenant Brude to continue.
Albion Monster Encounters:
The manes and grumoz demons look slightly different than before.
The Tylwyth Teg camp areas along the north border of Snowdonia have been adjusted. They should no longer be out of range when they are clearly standing right in front of you.
The Legendary Afanc has migrated to different part of Llyn Barfog, though still along the water. Scouts report that she seems to have acquired a few odd behaviors.
Hibernia Monster Encounters:
The Coruscating Mines have been adjusted slightly to make it a little more group-friendly in a few areas.
The Cursed Forest has been modified to improve it as a general hunting ground. Groups should be able to find easier paths to the eastern portions of the zone. There are more spots to pull to, and make camp now as well.
Cornwall: Troubled by the continuing ravages on their lands in Cornwall, the Cornwall
Farmers have begun showing more friendliness to those who hunt their enemies.
Tomb of Mithra: The undead denizens of the tomb of Mithra should now be giving appropriate bonuses and resistances to attackers.
Midgard Monsters:
The black orms are no longer white.
Vanern Swamp: Hunters from Vanern report that Mokkurvalve has been restless of late. Though nobody has gotten close enough for a thorough examination, most that have seen him recently are confirming that he has added bulk.
Hibernia Monsters
Cliffs of Moher: The Selkies have increased the size of their expedition near the cliffs of Moher.
Cursed Forest: Rangers returning from the Cursed Forest are telling horrific tales of being chased by a swarm of Fire blights. It is unknown what connection these foul monsters may have to Blight itself.
Hibernian Factions:
The land sheeries and water sheeries have banded together to fight their respective enemies. The land sheeries have agreed to wage war on curmudgeons who enter their territory, in exchange for the water sheeries pledge to assault any Koalinth trespassers.
The Selkie and Suire are also responding to the Koalinth menace, putting aside their longstanding differences, at least temporarily, to concentrate on their mutual enemy.
TREASURE NOTES
- Two more dungeons have been itemized: Midgard's Cursed Tomb, and Albion's Roman Catacombs. This means there are now three dungeons that have yet to be itemized (one in each Realm). Those are coming soon.
- The Stonefoot press is now much smaller.
- The Forge Tender's Tunic is now spelled correctly.
- The Dispositional Cloak had the evade skill replaced with dexterity. The constitution penalty was removed.
- The Frozen Windswept Axe bow has stat bonuses.
- The bonuses on the Howl at the Moon axe were changed slightly.
- The Jet Bone Shield had the its stat bonus changed from Piety to Strength.
- The Smoking Sable Protector now additionally buffs Piety.
- The Cailiondar Rapier should now "con" properly. Its DPS was originally incorrectly set and would result in the weapon remaining orange to the player.
- The Drakulv Militia Great Axe now increases the correct skill.
- The Empyrean had their loot tables fixed.
- The Deluged Kelp helm now increases parry skill (was incorrectly set to smite).
- The Gnarled Witherwoode staff now increases parry skill (was also set incorrectly to smite).
- The Shepherds Shod Staff now increases parry skill instead of smite.
- Mad Changelings should not drop 0 cp loot any longer.
- The "Ancient Ebon Ring" should now have the correct power level.
- The "fylgja pelt" can now be carried.
- The Scepter of Intellect and the Deathrune Robes had the class restriction "elementalist" replaced with "cabalist."
- Corrected the AF on the Ancient Bloodbound Boots (they were 36th level but should have been 50th level).
B!
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Dark Age of Camelot
Test Version 1.47B
February 28, 2002
======================================
NEW THINGS AND BUG FIXES
- We fixed several bugs that caused players to become buried in walls or "warp" through walls.
- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.
- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.
- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.
- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in PvP combat.
- Paladins now have increased hit points.
- Champions have had their hit points and melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.
- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer
SPELL SYSTEM NOTES
- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.
- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.
- The Paladin refresh chant (combat heal) no longer stacks with other refresh chants, but the amounts healed have been increased.
- Added group resistance chants for the Paladin, Skald, and Bard.
- Champion stat debuffs have been (much) increased in effectiveness in negating buffs.
- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs
TREASURE NOTES
-Tepok's Mine (Albion) fully itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels 34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.
WORLD NOTES
Battleground:
We've removed the Neutral guards from the keep in the battleground. Turns out taking exp loss when dying in the RvR keep wasn't as popular as we expected. Thanks to those who gave feedback. The first group to the keep after it goes up will just need to kill the weak and penniless Baron who is living in the vacant keep.
We've also added a merchant to each of the 3 Portal keeps in the battleground that sells wood and arrows.
Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.
Albion Quests:
Quest: Save the Spirits
Players who received the item "reward" can now return to Aserod, hand him
this item and receive the proper reward.
Quest: Abolishment of Sacrifice
Lady Nimue has been move slightly towards the shore. She should no longer be
swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone
The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now
commands the Torch of Light and will use it to protect her sisterhood. Be
warned! This Torch of Light is rumored to rain fire from the heavens!
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Dark Age of Camelot
Version 1.47 Release Notes
March 05, 2002
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NEW THINGS AND BUG FIXES
- Resurrecting classes are now added to a monster's "hate" list if they resurrect a player while the monster that kills that player is still in combat. All resurrecting classes should be careful about rezzing someone who was killed by a monster if that monster is still alive and is still in combat. Please note if the monster is no longer in combat, then no aggro is accrued, and resurrection can be performed with no danger.
- Some root and snare spells (across all Realms) were incorrectly set to "recast", so they could be chain-cast on players. This has been fixed.
- A monster AI bug was causing "trained" monsters in dungeons to aggress on players not involved with that combat. This has been fixed - monsters will now return properly to their home after being trained.
- The RESISTS button on the character sheet has been changed to BONUSES. This gives insight not only into your resistances, but to the various realm and outpost bonuses. Now you can clearly see the effect that Relics have on your character and your Realm.
- Guilds can now conquer and "claim" frontier keeps. See the section on that below.
- A lower-level RvR battleground is now available for 30-35th level players. See the section on the battleground below.
- All player attacks now do less damage against doors and siege equipment. This is to slow down the massive groups of people that group up and take doors down too quickly.
- If you train a specialization to level 50, it will now correctly award you 50th level spells (if there is a 50th level spell on that specialization). Previously, you didn't always get your 50th level spell awarded.
- Experience points now print with commas, so when you kill a monster, especially at high levels, you can more easily see how much you were awarded.
- Strength buffs/debuffs will now immediately affect your movement rate.
- We fixed several bugs that caused players to become buried in walls or "warp" through walls.
- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.
- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.
- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.
- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in RvR combat.
- Paladins now have increased hit points.
- Champions have had their hit points and melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.
- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer
- Spell damage is now properly attenuated against keep doors - you'll notice that you do much less damage with spells while "attacking" doors now than you used to. Melee damage has always been properly attenuated; now spell damage is as well.
LOWER LEVEL RVR BATTLEGROUND
Character levels 30-35 now have the option of going to a special RvR battleground that is limited to characters of those levels. This is being set up as a place to go to hone your RvR skills without needed to worry about being killed by much higher level characters. You do not have to go to this Battleground - if you wish you may still participate in the standard RvR raids and defenses.
To get to the battlefield, go to your standard Medallion merchant and purchase the medallion that goes to the battlefield. Please note that only people who are 30th - 35th level can teleport, and only those who are realm level 0 to 9 can teleport (realm rank 0 or 1).
Players who are between 30th-35th level and realm level 0-9 can quit and reenter the battlegrounds normally. If you exceed this range, when you quit and reenter, you'll return to your bindpoint.
The battleground has one "home" keep for each Realm, and one keep in the middle that can be taken over. Please note that initially this keep is held by renegade NPC guards, and will have to be conquered before it can be claimed by the first Realm to take it over.
SPELL SYSTEM NOTES
We've uncovered some pretty large imbalances that greatly reduce the damage that Bolt spells do in the game. So, we've made the following changes Bolt spells:
- We (greatly) increased the damage that Bolt spells do to monsters, starting at around 40th level. This change should not effect RvR.
- Remember, it is difficult to cast a bolt on a target that is engaged in melee combat.
- We've kept the chance for a shield to block a bolt.
General Spell Changes
- You'll notice that Epic monsters now resist damage spells more than they did before.
- All non-area of effect single stat debuffs, double stat debuffs, and resistance debuffs have had their casting times reduced to 2 seconds.
- We changed confusion spells back to the way they were initially implemented - confused monsters now have a chance of aggressing on other monsters as well as players once again. However, now they will not agress on a monster more than one "color" higher than they (i.e. they will attack oranges, but not reds).
- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.
- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.
- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs.
- Champion stat debuffs have been (much) increased in effectiveness in negating buffs
- Added group resistance chants for the Paladin, Skald, and Bard:
Paladin Chants
25 Body Ward
44 Body Shield
26 Mind Ward
45 Mind Shield
27 Energy Ward
46 Energy Shield
28 Heat Ward
47 Heat Shield
29 Cold Ward
48 Cold Shield
30 Earth Ward
49 Earth Shield
Skald Battlesongs
25 Body Bolstering Chant
44 Body Bolstering Song
26 Spirit Bolstering Chant
45 Spirit Bolstering Song
27 Energy Diminishing Chant
46 Energy Diminishing Song
28 Heat Diminishing Chant
47 Heat Diminishing Song
29 Cold Diminishing Chant
48 Cold Diminishing Song
30 Matter Diffusing Chant
49 Matter Diffusing Song
Bard Music Spec
25 Hymn of Body Guarding
44 Hymn of Body Protection
26 Hymn of Spirit Guarding
45 Hymn of Spirit Protection
27 Hymn of Energy Guarding
46 Hymn of Energy Protection
28 Hymn of Heat Guarding
47 Hymn of Heat Protection
29 Hymn of Cold Guarding
48 Hymn of Cold Protection
30 Hymn of Earth Guarding
49 Hymn of Earth Protection
New Sorcerer/Cabalist Spells
A new dexterity debuff spell line has been added to the Matter list (base list for Sorcerers and Cabalists):
8 Mystic Web
12 Mystic Trap
17 Mystic Net
23 Magical Web
29 Magical Trap
36 Magical Net
46 Sorcerous Web
The Sorcerer's Minor Mesh of Force line in Telekinesis has been converted to a double debuff (Dex/Qui) and had values raised accordingly. All spec debuffs are supposed to be double debuffs, and there was no single dex debuff in a base line, which the other realms have. This and the previous change fixes that.
Two new spell lines have been added to the Cabalist's Spirit Animation list:
5 Mend Simulacrum Pet heal
9 Patch Simulacrum
13 Repair Simulacrum
19 Restore Simulacrum
28 Reconstruct Simulacrum
35 Reanimate Simulacrum
44 Rebuild Simulacrum
4 Improve Dexterity Pet dex buff
8 Develop Dexterity
14 Increase Dexterity
21 Enhance Dexterity
33 Amplify Dexterity
38 Augment Dexterity
48 Magnify Dexterity
Two new spell lines have been added to the Cabalist's Vivification spell list:
11 Strengthen Golem Str/Con buff
18 Invigorate Golem
29 Foritify Golem
39 Empower Golem
50 Vivify Golem
12 Hurry Golem Dex/Qui buff
19 Animate Golem
31 Quicken Golem
41 Accelerate Golem
These spell lines should significantly enhance pet survivability at higher levels, primarily due to the extra defense from the Quickness and Constitution bonuses.
- The higher levels of the Cabalist's Convert Spirit line have been removed, as they were essentially identical in functionality.
GUILD BONUSES AND KEEP CLAIMING
Guild Bounty Points
Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.
GUILDS CLAIMING Frontier Keeps
Player guilds can now claim a frontier keep for their guild.
How to Claim Keep:
1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM
A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.
To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.
A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP's to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.
To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.
Benefits of Owning a Keep:
- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)
- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.
- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the keep
- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild's emblem on their cloaks and the tagged with the guild's name.
- A banner will be placed on the keep with the guild's emblem.
Keep Bonuses:
We've added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).
These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:
- +1% per enemy Keep conquered by your realm in an enemy realm
- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)
- +3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).
Listing of Keep Difficulty Levels:
Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.
Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2
Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2
Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2
RELIC BONUSES
We've increased the bonuses for holding each relic to +10% per relic. Your own Realm's Relics are not longer countted when figuring the bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE and PVP damages for melee and spells. Note that you are still incented to hold your own relic since you can't claim another relic unless you have your own. For instance if you have your own strength relic and one other strength relic, you'll get +10% to all melee damages. In the worst case, if all your relics are taken, you'll receive no bonuses (and no penalties). Please note that you can now view this bonus information using the new "bonuses" button on your character sheet.
REALM BONUS FEEDBACK
We've buffed out the feedback given to players for RvR events:
- The "resists" button on the character sheet has been changed to "bonuses". The Bonuses window now shows all your resistances and will also show all of the above relic and outpost bonuses when you click on it.
- When your guild claims a keep, all members of the guild will get a message.
- When your guild loses a claimed keep, all members of the guild will get a message.
- When your realm conquers a keep, all members of the realm with at least one realm rank will get a message.
- When your realm loses or gains a relic, all members of the realm will get a message telling them of the change.
WORLD NOTES
The weapon rewards given out for the level 40 guild track quests in Hibernia were overvalued, making them incredibly expensive to repair. Players may now exchange these weapons for the same weapon with the correct value one time only. Players should speak with the following based on their path:
Morna - Path of Focus: Hero, Ranger, Warden, Eldritch
Odhran - Path of Essence: Champion, Bard, Enchanter, Nightshade
Nairna - Path of Harmony: Blademaster, Druid, Mentalist
All three can be found in the courtyard at the entrance to the palace in Tir na Nog.
Midgard Quests:
Quest - Klippa's Claw: The journal entry for step 2 is now correct. Players should kill Klippa on step two, not Riv.
Albion Quests:
Quest: Save the Spirits: Players who received the item "reward" can now return to Aserod, hand him this item and receive the proper reward.
Quest: Abolishment of Sacrifice: Lady Nimue has been move slightly towards the shore. She should no longer be swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone: The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now commands the Torch of Light and will use it to protect her sisterhood. Be warned! This Torch of Light is rumored to rain fire from the heavens!
Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.
Monster Encounters
Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new dark powers. War parties returning from the Sheeroe Hills claim to have heard Maldahar's voice in their head saying that he will steal their life.
Midgard: Malmohus: It appears that a strange variety of tree spider that was nesting near Yar's home have grown. The spiders appear to only get agitated when adventurers get close to Yar himself.
Albion: Dartmoor: Moran's guards have been spotted climbing the hill to his east. The guards have been making markings in the cliff wall where Moran has managed to heave boulders. Apparently Moran has been boasting that he could throw a human over the hill there.
TREASURE NOTES
-Tepok's Mine (Albion) fully itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels 34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.
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Dark Age of Camelot
1.48B Release Notes
====================================
- Only some classes received their 50th level spells in yesterday's update. Today's version should add combat styles, list spells, and spell abilities to all 50th level characters.
- You can now cast spells inside the capital cities of each Realm.
- You can no longer receive Bounty Points in the Battlefields.
- We have made some Line of Sight changes that should make it much easier to cast on a target that is partially occluded from view.
- Some of the racial resistance bonuses were incorrectly entered into the game's race database. This has been fixed. You should now see only resistance bonuses, not vulnerabilities.
- Monsters in dungeons should now act and move around normally.
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Dark Age of Camelot
Version 1.48 Release Notes
March 19, 2002
====================================
RVR CHANGE
- We've reduced the level based to-hit penalties in RvR combat for lower level players attacking higher level players. Thus, lower level RvR players (35-40) will be able to hit higher level players (45-50) more often but for less damage. Please note that a side effect of this change is that high level players will no longer get "bonus" damage against players 2 quantas or more below them (low green and grays) - which means you character will do less damage against low green and gray enemy players. The purpose of this change is to make players of wider level ranges viable in RvR.
EXPERIENCE CHANGE
In order to lessen the tedium of leveling in the 35-50 level range, we're making a change that should help players of those levels gain experience faster. Experience clamps have been raised from 1.1x a same level kill to 1.25x a same level kill. This change has two effects: it will allow lower level players in a group to gain more experience faster (15% faster), and it will also let higher level players (the 35-50s who tend to hit this clamp more often) to gain experience faster.
NEW THINGS AND BUG FIXES
- Chat filters have been moved to the server for filtered system messages. This should help reduce bandwidth in big battles.
- Weapon Effects on mage staves should now show when the mage casts a spell. In general, weapon effects only show when a weapon is drawn and the player is in combat mode. Mages are rarely in combat mode. Thus, the staff weapon effects shows when a spell is cast and lasts until the mage moves, jumps, or strafes.
- The animation speed of campfires and smoke clouds has been slowed to normal speed.
- Solo experience now follows the same clamping rules as group experience. We had an issue where a group of people could disband and fight a monster individually and get more experience per player.
- You can no longer use charged items when mesmerized.
- When a Realm conquers a keep that is owned by a Guild, the keep will show only the new Realm's banners. There was a bug that kept the original Guild's banners on the keep even though a new Realm had conquered it. Of course when the Guild that led the siege claims the keep, that Guild's banner will then be displayed.
- Some extremely high level items required far too much money to repair. This has been fixed.
- You can no longer use siege equipment when dead.
- The /GC UPGRADE flags no longer resets when a server is rebooted.
- You can no longer enter stealth mode while mezzed.
- Previously, a player who used shift-rightclick to remove a Cleric's buff also removed that same buff from all other players with that buff cast by the same Cleric. This has been fixed.
- When a keep door is open and is repaired back up to 25%, it can now be closed. Previously it required a 100% repair.
- Guilds can now change their emblem only once. There is no time limit on this; it can be done any time after the guild emblem is initially selected - however, it can be done only once.
- High level poison damages have been increased. Assassin characters should see an increase in their poison damages.
- You should now be able to melee while using /stick more easily than before, although it still is not a guaranteed hit.
- Players should now get their 50th level abilities and spells when they raise to 50th level. Really. We promise this time. Unlike the previous two times when we said we'd fixed this but really hadn't; now, we have. Also, chars who have already attained 50th level will be converted to have their 50th level abilities.
- When you claim a keep, that keep's guard guild names should now dynamically update when their cloak/shield symbol updates. Previously, they only updated when you quit and come back in.
- When an NPC has damaged a player and you get no Realm Points, you'll now get a message telling you.
- Guild leaders now implicitly have the permissions to CLAIM and UPGRADE a keep without setting the flags to Y.
- Rank titles should now print correctly when you gain rank levels. Previously, you would get the proper rank, but the message telling you of your new rank was listing an incorrect title.
- Commas have been added to experience prints when you complete a task or quest.
- Guards will now face you to salute when you click on them (if they are designed to do that).
- Attack speed debuff spells no longer keep the target from evading or blocking. It now literally only slows down their attacks.
- There is now a timer on how often you can /say and /yell, twice per second for /say and once per second for /yell. You should only notice this if you are using a macro.
- "Camp bonuses" have been substantially upped in dungeons. Now camp bonuses in dungeons are, on average, 20% higher than outside camp bonuses.
- Guilds can no longer claim multiple keeps. If they have multiple keeps - only the last keep taken stays with the guild.
- Heal spells have no effect on doors (and never had). Now, when you cast a heal spell on a door, you get a message telling you that it has no effect.
- Characters can now have 16 total buffs on them at any one time. Previously, they could have 20; now the "extra" 4 buff slots are reserved for debuffs/poisons/dots and other "enemy" effects.
- Player encumbrances are now adjusted on the fly as ingredients are consumed due to upgrading and repairing.
- You can no longer fire arrows or cast spells through the terrain - such as "underneath" through a hill into a keep.
- Concentration pools should be calculated correctly when you quit and log back in while rez-sick.
- Bounty Points are no longer given in the Battlefields. Bounty points are your Realm's payment to you for defending your Realm. Because the Battlefields are training grounds, not real Realm combat, no Bounty Points will be given.
- You should no longer be able to repair a keep door when in the room above the door.
- You can now see more than 65000 bounty points printed on your screen. This was a display problem only - you did have more bounty points; they just didn't print.
- The racial resistances were printing incorrectly (reversed). They now show correctly in your RESISTANCE screen.
NEW GUILD COMMANDS
We've added a few new guild commands, some of which have already slipped into the live version. These commands let you specify a guild web page and guild email address, which show up on your guild's listing on the Camelot Herald. The other new commands are for alliance messages of the day and its associated rank settings.
/gc webpage [the.guildpage.com] - is an additional line set by the leader that can be display in a /gc info command, as well as on the Herald.
/gc email [contact@guildpage.com] - is an additional line set by the leader that can be displayed in a /gc info command, as well as on the Herald.
/gc amotd - Alliance Message Of The Day set by the alliance leader and viewable by all members of the alliance who log in. Note, that follower guild leaders can edit *their guild* amotd, but this information is not displayed. In other words, the information is stored on the guild, if this guild, in the future became an alliance leader, the amotd would display.
/gc omotd - Officer Message Of The Day - set by the guild leader for the officers.
/gc edit [ranknum] motd [y/n] - ability for the guild leader to allow a rank to edit the guild motd.
/gc edit [ranknum] alli [y/n] - ability for the guild leader to allow a rank to enter/leave alliances (create a diplomatic officer).
ART NOTES
- We've added more cloth robes to the game. You may notice that your mage's outfit is different when you log into the game - as there are many more robes to go around now, we've spread the new robe graphics around.
- Friars now have a few of their own robes, which are naturally colored (i.e. not a mage robe tinted brown).
- Previously, Guild Emblems were displaying backwards on all shields. This has been fixed.
- The Glimmer King Dragon now has the same "glow in the dark" effect as other monsters in that zone.
NEW BATTLEFIELD ZONES
We have added two new restricted RvR battlefield zones, which brings the total number of Battlefields up to 3. Each is restricted by level. The lowest is for levels 20-24, the second for levels 25-29, and the third is for levels 30-35. The intent of these battlefields is to provide a training ground where lower-level characters can practice and learn RvR tactics without having to worry about higher-level players marauding them. Each Battlefield has been configured to allow each player approximately 100 enemy "kills" before you will no longer be allowed to port there.
The Battlefields:
- Caledonia - levels 30 - 35, Realm rank 1, Realm level up to 9
- Murdaigean - levels 25 - 29, Realm rank 1, Realm level up to 5
- Thidranki - levels 20 - 24, Realm rank 1, Realm level up to 3
The medallion merchant's speech has been updated to reflect the changes within the Battlegrounds. Should you have questions on the function of the portals or which battleground your level/realm rank can travel to, please seek him out.
CAMELOT HERALD GUILD DISPLAY OPTIONS
The Camelot Herald (www.camelotherald.com) displays Guild Information. Version 1.48 allows guild leaders to specify which options are displayed on these web pages.
Character display options:
The default setting for characters to be displayed is name, class, level, realm points and guild affiliation.
Items under the characters control:
/webdisplay nopoints - If this flag is set to on (default), realm points are displayed on the herald. Off - not displayed.
/webdisplay trades - If this flag is set to on, tradeskill levels are displayed on the herald. Off (default) - not displayed
Guild display options:
/gc displayofficers - If this flag is set to on (default), a hierarchy of the guild from ranks 0-9 is displayed. Off - not displayed.
SPELL SYSTEM NOTES
- The Albion Cabalist's Ruby Simulacrum pet should be proccing properly, and the poison DoT procced by the Emerald Simulacrum has had its damage increased.
- Fixed icons of new Wizard bolts.
- Resistance debuff component of Runemasters' Minor Raven Bolt line and Raven Drove line should debuff the proper element now.
- In order to buff out Wizard damage, we've added a bolt to the Wizard's Fire specialization Pyromancy list. It uses the same timer as the Bolt of Lava line.
4 Minor Fire Streak
8 Fire Streak
14 Minor Flame Streak
19 Flame Streak
25 Minor Incendiary Lance
33 Incendiary Lance
41 Minor Flame Spear
50 Flame Spear
WORLD NOTES
- We've removed the central patrols in the Battlefield, these realm guards now will guard the island area only and should not be able to be pulled to the portal keeps.
Albion One-time Drops: Dai - Keltoi BattleMail (will now drop for Minstrels)
Tusker - Tusker's Old Wound (will now drop for Minstrels)
Midgard Faction
The Guardians of Midgard are now aggressive to those who enter their territory. Note that Midgard residents should receive positive benefits to the Guardian faction when hunting traditional enemies of the realm.
Albion Encounters
Lyonesse: Sister Blythe has tapped into the hidden power of the Temple of Arawn. It is rumored she now has the ability to rise the dead and command them to do her will!
Lyonesse / Cornwall: It seems as though the pygmy goblins in Lyonesse have been toying with new magics of late, explosions have been heard in the area. There have been reports of more strange monster activity in Lyonesse and Cornwall.
Pennine: Sir Bors has received troublesome reports from a scout in the Pennine Mountains. It appears Lord Elidyn can now wield farie magic. The scout claims Lord Elidyn's power can change frogs into Ellyll heroes!
Hibernia Encounters
Bri Leith: Travelers returning from the Valley of Bri Leith report strange gusts of wind in the southern regions of the valley. Rumors are that some sort of magical beast is responsible.
Lough Gur: A group of adventurers returning from Lough Gur have reported that they were attacked by grasping roots when traveling through the forest.
Midgard Encounters
Muspelheim: A giant in Muspelheim has apparently found a new way to harness the power of lava. This giant has been throwing glowing boulders at any passers, slaying more than one unwary adventurer.
Vanern Swamp: Magical storms have been illuminating the evening sky in the Northeastern region of the swamp. The hagbui have been restless of late and seem more defensive of their lands. Extra caution would be advised when traveling in the region.
Hibernia Quests
Quest: Wolf Infestation: Players that follow the Way of Nature and use Caoimhe in Ardee as their trainer will now receive their level 4 trainer quest.
Quest: Returning for more/Traces of Mad Changelings: Lusmorebane will now give casters Lusmorebane's Jeweled Necklace when they kill him for the Traces of Mad Changelings quest. Enchanters, Eldritches, and Mentalists who received the Belt of Spryness may return it to Tressa Gorrym'jiarg on the hill above Druim Cain in Bri Leith to exchange it for Lusmorebane's Jeweled Necklace.
Midgard World
Cursed Tomb: Players seeking adventure in the Cursed Tomb will no longer need to fear
Commander Draugr who wanders past the entrance. Finding no match for himself at the front of the dungeon, he now seeks refuge deeper within awaiting those who wish to challenge his might.
Vendo Caverns: Hunters have reported that some of the bears within the dungeon have migrated to safer havens away from the cramped confines of the Caverns. There have also been reports of strange occurrences within the snakepit, but the cause of this remains unseen.
Hibernia World
Spraggon Den: Spraggon Den has had a few changes. Players adventuring within the dungeon should find that a few more "safe spots" have been added to the dungeon.
RvR World Note
- The keep lords in Caer Benowyc should not be getting stuck on the roof of Caer Benowyc. Therefore, "This monster is too far away to attack." messages should be much less common in Caer Benowyc.
- The Albion mile fort gates can now be attacked, broken, and repaired.
New Material Merchants
The new merchants in the Merchant keeps should now be spawning correctly.
Merchants selling the higher level tradeskill materials have also been added to the Relic Keeps.
Albion:
Eythan Greene - Castle Myrddin
Kathlynne Snowe - Castle Excaliber
Midgard:
Sidroc Johannson - Grallarhorn Faste
Synnove Byornsdottir - Mjollner Faste
Hibernia:
Eadaoin T'Kela - Dun Dagda
Galen MacDugal - Dun Lamfhota
OBJECT NOTES
We've scrubbed through the object database and fixed many small bugs that have been accumulating.
Item fixes:
- Stonewatch Bracer should now be set to the correct level.
- Ancient witherwoode bark was changed to a more appropriate icon.
- Stringed puppets, dolls, and hinges now have an icon.
- Cat Hide Boots and the cloth Tomte Tunic are now dyeable by the appropriate dye.
- The Runic Manslayer was returned to its previous proc'ing state.
- Typos fixed in the "Webbed Shadow Jerkin", "Rogue Infiltrator Pendant", "Keltoi Infiltrators Disguise", "guide to infiltration", "Empyrean Mist Cloak", "deamhan hound tooth", "deamhan hound claw", "deamhan hound pelt", and a few others.
- The Furlined Hunter's Belt can now be equipped.
- The Snake Charm now has a level, and with that, it should be displaying condition, durability, etc. correctly.
- The Ollipheist Eye now has a level.
Several items ended up with some resist bonuses listed twice as a result of the resist consolidation a few weeks ago. The following are the ones that have been changed thus far:
Ring of the Mental Fortress, Ghoulish Shackle, Shadowsteel Necklace, Belt of Spryness, Bracer of Dauntless Courage, Thunder-striders Leggings, Majestic Mantle of the Eternal, Svartalf Crafted Belt, Dread Blackscale Hauberk, Jewel Spiked Gauntlets, Restless Centurion Belt, Latticed Shadow Vest, Gossamer Seolc Sleeves, Drum of Fading Valor, Aeiry Belt
Other item fixes:
A few dropped weapons, and some of the player-crafted weapons were displaying delve information indicative of the item possessing a proc, although the proc wasn't named, nor did the weapon actually proc. This should be fixed for all the player-crafted weapons, and for the dropped weapons reported as bugged in this repect.
Stackable Items:
The object database has been overhauled! A large portion of the common loot drops are now stackable in a person's inventory, in varying numbers. This includes regular and pristine versions of many pelts and carapaces, small-sized body parts (ew!), small non-magic items (for example, rings or gems), flat items such as paper or notes, small junk loot, and medium junk loot. NOTE: The items may not automatically stack in a player's inventory when picked up. To stack an item, click on the icon in your inventory, move the cursor to the icon of a duplicate item, and click again. Once an item is stacked, it cannot be separated into single objects again, and the whole stack is sold when interacting with a vendor.
- The drop rates for epic monsters in Raumarik, Cursed Forest and Llyn Barfog have been substantially increased. Happy hunting!
- The Woebegone Boots will now drop with the proper material setting.
- The Medal of Valor should now have the proper level and con.
- The Boots of Loki now increase Dexerity by 6 instead of increasing the climb skill.
- The Glimmerspirit Shortbow will now drop with the proper material setting.
- The Stonewatch bow now increases dexerity instead of bow skill.
- The Smiter's Belt is now equipable on the waist.
- The Supple Frogskin Pants can now be dyed.
- The Runed Clay Gloves now increase poison skill instead of backstab.
- The Mire walker's Helm now has the correct AF.
- The Bog Stider's Hauberk should now have the correct AF.
- The Belt of Animation should now Con correctly.
- The Black Golden-embossed Hood can now be dyed.
- The Majestical Ring should now be able to be equiped in either ring slot.
- The Cave Prowler's Gauntlets had the second quickness entry changed to Strength.
- The Enraged wolf Pelt Cloak can now be dyed.
- The Ruby Dusted Robe can now be dyed.
- The Diamond dusted robe can now be dyed.
- The Emerald Dusted robe can now be dyed.
- The Drakulv Mightcaller Ring now has the correct icon.
- The Ripper Jerkin can now be dyed.
- Sinach fangs can now be carried.
CRAFTING SYSTEM UPDATE
- The 9th/10th material type recipes are in. If you have the appropriate skill/rank you should be able to see the newer recipes.
- The amount of raw wood needed in the final recipe/step for all Siege Engines has been halved.
Clarification on /repair and the trade window repair
The /repair on the ground takes about half the skill required to make the item. So if a sword requires a skill of 800 to make, it takes about a skill of 400 to /repair it. This allows you to repair items that are way above your level, but only takes time to do. This also limits you to being able to repair only one at a time.
The trade window repair takes about the skill required to make the item. So a sword that takes a skill 800 to make will take about an 800 skill to repair it with the trade window. This allows a highly skilled crafter to repair multiple items without any extra delay associated with it.
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Dark Age of Camelot
Test version 1.49D Release Notes
April 9, 2002
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This is a server update that fixes a couple of problems introduced on the live servers earlier today. It is scheduled to go live tomorrow (Wednesday) morning at 8:00am Eastern Time.
NEW THINGS AND BUG FIXES
- A Realm that controls four relics now has the proper amount of "Relic" Guards spawn. Previously, Realms with four or five relics would have no Relic Guards at all.
- You may no longer send pets to areas that are not normally accessible to players (through walls, etc.)
- When you are close to a monster that is rooted, it will no longer follow you at normal speed if you move away from it.
- Sheathing or wielding a weapon will no longer interrupt a pending trade skill.
- You can now go above 1000 in trade skill. Currently you do not get a new title when you achieve 1000 points, but you will in the near future.
- The toggle command /gc officerdisplay we incorrectly listed in the 1.48 notes. The actual command is /gc officerdisplay
WORLD NOTES
Hibernia World: The horses at the parth farm in Lough Durg should now correctly be neutral to the players. Previously they conned aggressive but were, in fact, neutral.
Albion World: Tradeskills: Brach Leof has been moved into the building just north and west of the lathe.
EXPLANATION OF FRONTIER GUARD CHANGES
To alleviate some of the confusion brought on by the guard changes in 1.49, here's an explanation of how the system works.
Each home Outpost (frontier keep), when "owned" by the home realm, controls a contingent of guards at each Relic Keep. For example, if the forces of Albion control the Albion Outpost Caer Benowyc, a number of guards representing Caer Benowyc will appear at the Relic Keeps in the Albion frontier. The number of "Relic Guards" these outposts spawns depends on the location of the outpost - the number is either 2,3, or 4 guards. These are referred to as "Outpost relic guards", and are distinguished from normal guards at the relics by being higher level and having the name of the "controlling" Outpost keep over their heads.
However, the actual number of "Outpost Relic Guards" at the relic keep is modified by two factors: Outposts owned and Relics owned.
Relics owned:
Outpost Relic Guards are reduced by 25% for every relic over 2 owned by a Realm.
3 relics owned = 75% frontier keep relic guards
4 relics owned = 50% frontier keep relic guards
5 relics owned = 25% frontier keep relic guards
6 relics owned = 0% frontier keep relic guards
Outposts Owned
When an Outpost is captured by the enemy, the guards it controls are not spawned at the relic keeps.
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Dark Age of Camelot
Version 1.49 Release Notes
April 9, 2002
=================================
NEW THINGS AND BUG FIXES
- Groups now get more Realm Points when killing other players. A full group of 8 people gets a 100% bonus - 12.5% per person in the group.
- The range that Realm Points are awarded for group members has been doubled from 4000 to 8000 units.
- When forming a guild or purchasing/changing an emblem, the group leader's cash display is now updated properly.
- Guild promotion/demotion now shows immediately on the player's interface. Previously, it was not updated until the player logged off and back on.
- Changes to rank titles now show up in the listing.
- Monsters will no longer become "unrooted" when the character casting the root is healed by another player.
- You can now change your guild's emblem one time only. It costs 100 gold.
- Very long falls in a dungeon now result in a player's immediate death.
- You can now raise above 1000 in your tradeskills.
- You now see a message when using an item.
- You can no longer cast charm on other players.
CUSTOMER SERVICE REMINDER
A reminder from Customer Support about the possibility of XP loss in RvR combat: The new Darkness Falls dungeon is a place to hunt monsters where there is a significant chance that you will encounter enemy players. Remember that when you are injured by a monster and have not healed to 100% health before getting killed by an enemy in RvR, you will take XP loss just as if you were killed by the monster. This is not a bug, and Customer Support cannot help with any XP lost in this manner. Be careful out there and have fun!
SPELL SYSTEM CHANGES
We have gone through all spells and graphical spell effects to make them consistent and more easily identifiable. Please note that these changes are in appearance only - the actual effectiveness of the spells have not been changed, just their icons and graphics. Because of this, you will notice that the graphical effects and/or icons for your spells may have changed. We realize that this change will cause some confusion, but it's much more consistent than it was previously, and you'll be able to identify all spells on sight.
The spell effects have undergone the following general changes:
1) Some were split into components that can be more readily re-used without being realm-specific. (e.g. the angel wings and Norse runes)
2) Lists have been diversified to have fewer repeat effects within lines. Some casting classes that had a lot of the same effects repeated over and over should get much more variety.
3) Several older effects have received minor facelifts to look a bit more attractive and to be more easily discernable
4) A number of new effects were created to help with diversifying the spell lists as per #2
5) Sound sets have been re-assigned for many spells to something more appropriate than the previous sound assigned to it.
Spell functionality Changes
- In order to give the Shamans who specialize in cave magic a little more offensive power, we've increased damage on the Shaman Cave magic spell lines Fungal Dispersion and Fungal Pin lines by 20%.
- Increased range on Minstrel Compelling Cadence line.
- Warden spell line Nature's Revenge is now a shout. Ferocity of Nature is now a self buff instead of a chant. Fixed bug with Attack Unending; it is now a shout, and is no longer overwritten by Attack Unfading.
- Healer spells in the Guardian's Ward line and Wake Forgetful line should no longer overwrite each other.
- The Theurgist Refrigeration spell Snow Blast is now awarded at L12 instead of
13 (which is when Summon Ice Spirit is awarded).
DARKNESS FALLS
A new dungeon makes its debut in this version of Dark Age of Camelot: the subterranean land of the dead known as Darkness Falls. Populated by Demons, Imps, and other hellish creatures, Darkness Falls is an immense sprawling underground kingdom dominated by the arch-demon Legion.
Accessing Darkness Falls
Any character brave (or foolish) enough to want to explore Darkness Falls will have to find one of the portals that have been put in each Realm's home zone. Additionally, there are portals in each Realm's Relic Keeps. Please note that Darkness Falls is attuned to the power of each Realm - only those members of the Realm that hold more territory than the others are allowed entry. In order to activate your Realm's portal, your Realm must hold more frontier keeps (Outposts) than either of the other two Realms.
Please note that you can only use portals located in your Realm, not an enemy Realm.
In the dungeon there are several different exits that take you different places based on your realm.
Each realm has a wing in which they enter the dungeon, Near each entrance (a couple rooms away) is an exit that will take the 'home' realm to back to their home region, but will take 'enemies' to their portal keep in the opposing frontier. Thus, a Midgard player going through Albion's exit portal will end up in Hadrian's Wall in the Midgard portal keep, while an Albion player going through Albion's exit will end up near the dungeon entrance portal in Camelot Hills.
Darkness Falls has many sub-bosses in addition to Legion, the main boss of the dungeon. Each boss encounter has an exit portal nearby that takes each realm to their home zone.
Near the center of the dungeon (near the transition to the lower level) is a portal that takes each realm to their home zone.
When you are in Darkness Falls and another Realm takes control of the portals, you can stay in the underworld until you exit (via a portal) or /release on death. This means that while adventuring in Darkness Falls, please be aware that you will probably run into members of opposing Realms. RvR combat is fully supported in the underworld, so beware. When portal control changes from one Realm to another, those members of the original Realm that had control are still able to adventure throughout Darkness Falls, so long as they don't release on death. As long as they are resurrected on death by a friendly healer-type that is with them, they can stay in Darkness Falls for as long as they want.
The Political Situation in Darkness Falls
The demons residing within Darkness Falls adhere to a strict structural hierarchy that is based on the power of the demon. The most powerful of the demons have titles and underlings who serve them. Of all the demons in the Darkness Falls, no group is physically weaker or smaller than the Picullus Imps. Because they are so small and weak, the larger, nastier demons take pleasure in harassing them or make them do menial labor. Like small fish that live in the sea, the Picullus Imps have learned to survive by gathering together around their siblings and relatives and hiding out as far away from the big demons as they can.
While they may be small and weak, the Picullus have learned to use their small size to their advantage, perfecting the art of sneaking and infiltrating. Since they are unable to fight back against the large demons physically, they have found other ways to extract their revenge.by stealing away anything and everything they can from the big demons. Fortunately for them, the demons never even think that the imps are clever enough (or brave enough) to try something so foolish as to raid the demons' hordes.
The imps never use anything that they steal, and unfortunately for them, the one thing that they covet above all else is something they cannot get on their own. Each demon possesses a seal, a center of focus that is a part of the demon. There are different types of seals, which are determined by the power of the demons. The seals are shiny, and the shinier they are, the more they are desired by the imps. The unfortunate part is that they can only be obtained upon the death of a demon, something the imps are incapable of doing.
Unlike most demons, the imps do not dislike humanity. In fact, they tend to like just about anyone who won't hurt them. The Picullus Imps have learned to obtain that which they covet by offering up their stolen goods to those who would kill the greater demons and bring back their seals. The different types of seals carry different value in the eyes of the imps, and the imps will barter for them like money. So by accumulating a lot of seals, one could potentially acquire many items of value.
Darkness Falls Loot System
Darkness Falls uses a different set of rules for the acquisition of loot. The common denizens of this dungeon drop magic items but they are not the ones you usually see. There are various types of jewel-like seals that can be found. You will likely find more of them on the powerful demons and lords.
There are imps that want the seals. The stealthy imps have stolen a lot of treasure from the demons and will offer it in return for the different types of magical seals. The imps could not steal the items from the powerful demons in the dungeon, and will gladly trade you their items for your seals.
When trading, seals are deducted from your inventory as you barter with the imps. Different imps want different magic seals so check with all of them. When you speak with the imp he will tell you what type of magical seal he wants. Any items from that imp will require the correct type of seal. There is a value next to each item in the store window, which is its cost in seals.
Note: this method allows for very even loot distribution in groups, but keep in mind you cannot unstack items, so be careful when you decide to stack them.
THROWN WEAPONS CHANGES
We've made a few changes that should make throwing weapons - for Midgard Warriors and Shadowblades - much more effective.
There are now 2 types of each thrown weapon. The cheapest type are called balanced knives/axes/hammers. They have a 30% range increase over the old thrown weapons, sell in stacks of 20, and stack up to 40 - and now cost much less than they used to.
The second version of the weapons - called "weighted" hammers/axes/knives - have a 60% range increase over the old thrown weapons. These cost more than the balanced version but are still cheaper than the old thrown weapons overall. The stores also now feature these weapons up to the Asterite level in material - we did this so the new throwing weapons could compete a little better with the huge variety of arrows and bolts.
Note: "balanced" throwing weapons still have a small range disadvantage over xbows, short bows (when using normal range arrows) and a large range disadvantage against regular archer bows (using normal range arrows or bolts). The weighted versions still have a small range disadvantage over xbows and short bows, and a large range disadvantage against archer bows when they use extra range arrows.
WORLD NOTES
- Rumor Mill NPCs: We've added more backstory and world-related information to the Rumor Mill NPCs in each realm (criers, barkeeps, and filidhs).
- Hibernian players can now get simple directions and descriptions for appropriate level dungeons. See a wandering Filidh for more details.
Albion World:
There were certain conditions where a some monsters in Keltoi dungeon would not respawn. Now they will respawn slowly under those conditions (as opposed to not at all).
Mootang should no longer be displayed as "the Mootang".
Lyonesse: The pygmy goblin sapper and bombardier were correctly set up as uncharmable, and now they are now properly displaying as uncharmable humanoids.
Basilisks and cockatrices will now have a stun-like ability. They were trying to use an ability that had no effect on players previously.
Golestandt's allies will heal less frequently.
Llyn Barfog: The bearded gorger, frenzied feeder and needletooth devourer population has risen in Llyn Barfog. These beasts are more ravenous than ever, sometimes swarming their prey.
Midgard World:
Vanern and Muspelheim: You will no longer need to be right on top of the Jotuns in Vanern or the Fire Giants in Muspelheim to hit them.
Vanern: Reduced the Hagbui's defensive abilities and hit points to balance their improved spell powers and special abilities.
Vanern: Mokkurvalve's shards will now be slightly aggressive.
Gotar: The crabs on the beaches should no longer be "too far away to attack" upon spawning.
Gjalpinulva's allies will heal less frequently.
Hibernia World:
Cuuldurach's allies will heal less frequently.
The monsters in Muire Tomb should now be correctly displaying their adjectives. "a mummy hag" vs. "mummy hag"
Quests:
Midgard: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Jordheim and the surrounding towns for details.
Midgard: A new troll named Trustan has moved into Huginfell from Myrkwood. He fled in a hurry to due problems with the arachites, svartalfs, and werewolves and could use some help with a few problems he is still having. He and his friend Atzar know quite a bit about the three groups and are willing to share their information.
Albion: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Camelot for details.
Albion: Although the rumors have been denied by some, it is said that Lieutenant Kuebler in Castle Sauvage is having trouble with the fellwoods of Forest Sauvage.
Albion: Sister Rhigwyn of the Church of Albion is looking for strong, brave citizens to assist her in recovering a lost artifact of the Church. She has been praying for assistance in the church in Camelot.
Albion: Master Kless of Cotswold Village is seeking someone to help the Academy with a problem it has encountered recently.
Hibernia: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Tir na Nog for details.
Hibernia: Four low level quests have been added to Hibernia. These quests are for player levels 1 to 4 and give out experience and coin.
Hibernia: The unseelie court has plagued the natives of Hibernia for many years. Some feel it is in their best interest to remain impartial to them. Many try not to cross their path at all. Some even hope to ally themselves with the unseelie court, since they are such a great power. Few know the truth, or the reasons, the unseelie court remains in Hibernia. But players seeking to find knowledge would be wise to seek out their filidh, for some residents of Hibernia have taken it upon themselves to study the unseelie court; others have taken it upon themselves to help rid the land of the unseelie court, seeking assistance from more powerful adventurers; still others simply wish to share their knowledge of the unseelie court, for the small price of a favor.
RVR - Battlegrounds:
The central keep gates in Thidranki and Murdaigean have been reduced in strength. Additionally all Albion gates can now be upgraded in all Battlegrounds.
Realm v. Realm - Frontier Keeps:
Players can now speak a keyword as well as interact with gatekeepers at the frontier and relic keeps in order to enter and exit. Note that the keywords are now "Enter" or "Exit" as appropriate.
Frontier Changes
The frontier keep guards at the relic keeps have gone through an overhaul - most have been reassigned to stationary posts and greater numbers now man the keeps.
Arkavr Faste should no longer have a blank Albion guild banner when owned by other realms.
The guard patrols from the frontier keeps have returned to their old aggressive ways.
CRAFTING SYSTEM NOTES
Albion
- Changed Hand Axe Blade to Hand Axe Head
- Change War Axe Blade to War Axe Head
Midgard
- Changed War Cleaver and War Cleaver head skill to be in line with War Cleaver Haft skill
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Removed the basic Blunt Arrows from being able to be picked in a consignment, again.
- Dwarven Short Sword hilt recipe icon now the correct icon
- Dwarven Great Sword blade recipe icon now the correct icon
Hibernia
- Changed Pick Hammer Haft skill to be in line with Pick Hammer and Pick Hammer Head
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Fixed an issue with leatherworking being tagged as a sub-skill needed for the Sledge Hammer, Pick Hammer, and Hooked Spear
- Staff and Shod Staff recipe icons now the correct icons
Fletching
- Added Crossbows for Albion
- Added Instruments for Albion and Hibernia
OBJECT AND TREASURE NOTES
This version of Dark Age of Camelot has the guild track quests for characters level 43-50. The reward for completing these quests are class-specific armors and robes (depending on the class). Please note that there is not yet new art for these armors - they will use the standard armor "look" - but we will have the new armor art in the game by the next patch. Please remember that this armor that you get in version 1.49 will look different (and much better!) in the next patch.
- The Accursed Scroll in Albion and Hibernia is now working properly.
- The Maligned Summoners staff now focuses the proper skill.
- The Hibernian Diabolic Helm now has stat bonuses.
- The Warden Avernal Gloves had the bow skill increase changed.
- The Friar Atramentous Bile Gauntlets now increase staff skill instead of quarterstaff.
- The Demonic Turmoil Gauntlets are now friar only instead of cleric only.
- The Abysal helm for thanes has been changed and now increases sword and axe.
- Albion Cloth armors got a tweak and now increase more stats that are used more.
- The New damage spells associated with the item in Darkness Falls are getting toned down some.
- The Accursed Avernal Short Sword now increase Slash skill.
- Some of you may find your robes look different. We have started adding the new robes to the game for Friars and casters.
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Dark Age of Camelot
Version 1.50 Release Notes
May 8, 2002
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NEW THINGS AND BUG FIXES
- Class-specific items in backpacks can now be used by the class that they were intended for; other classes can not.
- Enemy players should now longer be able to take control of siege equipment through a door.
- If you're in combat mode and you sit down, you'll now exit out of combat mode.
- Really large experience awards should no longer print as negative numbers (even though the proper amount of experience was being awarded).
- High-level poisons are now stripped from a weapon that is used by a lower level player. Previously the poison would not "fire", and the poison would stay on the weapon indefinitely.
- Chat groups will now support up to 50 players.
- [/gc who alliance] will now show you everyone in the alliance, not just players in your guild.
- Keep Lords and Guards will no longer warp to the roofs of keeps when fighting enemies.
- You can no longer use charged items directly out of your inventory.
- You can no longer "pull" players via resurrection behind boundary walls or other illegal locations.
- Pets will no longer attack mesmerized enemies if the pet is in defensive mode. If he is set to aggressive, he will still attack mezzed enemies.
- Hibernian and Midgard "in-game" guilds now grant their members level titles - up until now, only Albion guilds had this feature. Please note that you may have to level your character once to see your title.
- Midgard Warriors now are granted the Intercept ability at level 12. Any Warrior currently over level 11 will be converted and given the skill.
REALM ABILITY SYSTEM
The time has come to take the wraps off our new Realm Ability system. The purpose of this system is to give higher-level players new abilities that they can attain by engaging in RvR combat. A secondary benefit is to give classes more abilities that can help them during RvR battles - for example, one of the Realm Abilities open to melee classes is to gain an increased resistance to stun/mez spells.
Please remember that there are Realm Ranks and Realm Levels. There are 100 Realm levels, which are divided into 10 Realm Ranks. For the Realm Ability system, each player will receive one Realm Skill Point for each Realm Level attained - giving the player a maximum of about 100 points to spend on these new abilities.
In order to "spend" Realm Ability Points on a skill, you'll go to your standard class trainer. The Realm Abilities available to your class will be listed there. Please note that you do not have to have a high number of Realm Levels to be able to take advantage of these new abilities - in almost all cases, a character that has just a few realm levels can purchase at least a couple of new abilities.
There are two types of realm abilities: Passive and Active. Passive realm abilities are always on, and can affect your character in small ways, generally 3% per level (high levels of passive realm abilities grant substantial bonuses, however). Active abilities have re-use timers between 5 and 30 minutes, and are either instant effects or duration effects lasting between 30 and 60 seconds. Each class has a list of abilities tailored to them, and each class has an ability unique to them.
Some realm abilities have multiple levels, and each level will add more bonus. For example, the Augmented Strength realm ability awards 6 Strength points per level of the ability purchased, and there are five levels. So, in our example, a Level 3 Augmented Strength would give +18 Strength to a character.
The costs for each level of ability, as well as the advanced abilities increase with the level you are trying to attain. Also, please note that some Realm Abilities have pre-requisites that must be purchased before you can buy them. Pre-requisite skills may have to be purchased to a given level before an advanced skill can be trained.
For a complete list of Realm Abilities broken down by class, go to http://www.camelotherald.com/realmabilities.html.
AUDIO NOTES
This version of Camelot has the first version of our new ambient sound system. You'll notice while running around that you won't hear so much dead silence. This version is just the first step in the changes, though - so all you'll hear are non-interactive sounds such as birds, animals, wind, etc. All zones have had this sound upgrade, which includes both new day and night sounds. Please note that these new sounds are only in outdoor terrain zones. Cities and dungeons will be worked on next.
COMBAT STYLE CHANGES
These are the first of the Strike Team Combat Style changes, based on player, Team Lead, and in-house testing feedback. This are NOT the only changes that we will be making to combat styles; they are merely the first of the changes.
- You will now be able to cancel a combat style after you activate it but before you swing by hitting the same style button again (i.e. hitting it once activates the style, hitting it again cancels it).
- You can now be able to specify a "backup" style. This means you can activate, for example, an "evade" style, and as a backup, a no opening style. This means if your target attacks you again before you get your next style off and you DON'T evade, the game will use your backup style (the no opening one) instead. You choose the "backup" style by hitting the key for your primary, and then they key for the backup. Please note that once you specify a primary and a backup style, you cannot cancel them.
- Please note that for both canceling and setting up a backup style that you don't have to keep repeatedly mashing the buttons to get a combat style off, even in low frame rate conditions. The game will buffer your command and send it, even if you are not getting good performance from your client.
We are aware that hitting Shift-# key to switch toolbars does not work this
- All Left Axe styles which grow in damage as you train further in left axe have the amount they grow doubled. This is to balance out the fact that left axe damage is cut in half (because two weapons hit every round).
- Tracking Spear now uses Parry as an opening.
- Wyvern's Bite now uses Dragonspider as its opening.
- Evernight is now rear positional.
- Valkyrie's Shield is now based on you blocking.
- The opening for Defender's Rage now is whenever a combat style is used successfully on you.
- "Double Recovery" as been changed to "Onslaught" and now is side positional.
- Odin's Wrath now chains off Razor Edge.
- Brilliant Blade now chains off Revenging Blade.
- Prismatic Blade now chains off Dancing Blade.
- Bludgeon has had its fatigue cost cut in half; its taunt is now 50% more effective, and it has a medium bonus to hit.
- Decaying Rage's detaunt amount has been tripled.
- Side Slicer is now correctly side positional.
SAFE FALL FIX
Those rogue-types who specialized up to level 50 in Stealth were not being awarded Safe Fall 5. This has been fixed, and all existing rogues with 50 stealth will now be given that skill. Additionally, future Rogues who level up to 50 in stealth will receive the skill properly.
LEVEL 50 ARMOR GRAPHICS UPDATE
We've added in the graphics for the level 50 armors.
ITEM DISPLAY NOTES
- On your character sheet, there are two values: WeapDam and ArmorFact. WeapDam is representative of your weapon's damage per second. ArmorFact is the aggregate armor factor of each piece of armor weighted by the percent chance to hit the area where the armor is worn. Previously, ArmorFact took the quality of the piece into account - unfortunately WeapDam did not. It's now fixed such that the WeapDam printed on the character sheet takes the quality of the weapon and multiplies it into the DPS to get the effective dps of the weapon. Note that for most players, this factor will be reduced when they log into this new version (since it now multiplies by quality). THE EFFECTIVENESS OF YOUR WEAPONS HAS NOT BEEN REDUCED JUST BECAUSE THIS NUMBER IS LOWER. You can get information (shift-I) on the weapon to see that the base numbers have not changed - just the WeapDam value (which is a conglomeration of all the numbers) has.
- More information has been added to the Shift-I Info window for weapons. You now see:
Base DPS
Clamped DPS
Quality
Condition
Effective Damage
Where the Effective Damage is the Clamped DPS multiplied by the Quality and Condition factors.
(3) More information has been added to the Shift-I Info window for armor. You now see:
Base Factor
Clamped Factor
Absorption
Quality
Condition
Effective Factor
Where the Effective Factor is the Clamped Factor multiplied by the Quality and Condition factors and divided by the absorption.
SPELL SYSTEM NOTES
- We've gone through all the bug reports from the last spell graphics update, and have made many fixes. Some spells had no effects at all, some were displaying incorrect graphics, etc.
- A new group heal spell line has been added to the Mending base spell list:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added new group heal spell line to Healer Mending spec track:
15 Favor of Battle
26 Boon of Battle
36 Dispensation of Battle
46 Tribute of Battle
- Added new area-effect root line to the Shaman Cave spec:
22 Vine Field
31 Weed Field
39 Creeper Field
49 Tendril Field
- Added point blank area-effect disease shout to Shaman Cave spec:
27 Mold Cloud
37 Mold Burst
47 Mold Explosion
- Resistances now affect the duration of debuffs, which include mez/root/snare/stun. Positive amounts in your bonus page will reduce the duration of debuffs *of that damage type* by the listed percent. Negative amounts will increase the duration of debuffs except for mesmerize, stun and root/snare. This means that mez/root/snare/stun duration will never be longer than they were previous to this update - but if you are resistant to a particular one, its duration will be shorter. These bonuses are cumulative with realm ability magical resistance.
WORLD NOTES
Trade Skills: all craft trainers will now give additional information to players just prior to joining a crafting guild. Information details what the player will be creating and how well the player can craft within the other crafting skills.
Realm Portals: All portal stores will now indicate the names of battleground you will travel to during your later levels.
Tradeskills:
- The additional tradeskill areas in the three home cities should now host a merchant for each of the crafting skills.
- Craft Trainers will no longer tell you "Welcome to our order!" when you have yet to join. Trainers will also correctly inform you if the craft is not available to your class.
Hibernia World:
Dungeon: Muire Tomb: One survivor of a grave-robbing expedition in Muire Tomb returned to Ardee, where he succumbed to madness. Before he became incoherent, he reported that his expedition had broken through the tomb walls in several locations, revealing new passageways which delve deeper into the ancient crypt than any records ever indicated. The skeletal remains of the Muire family dating back to even before Connaire have been found to be even more dangerous than the last known head of this powerful elven family.
Lough Gur: The gurite waylayer hiding just a bit too well in the trees should now be targettable.
Midgard Monsters:
- The entrancing dirge should no longer be able to chain-cast a mesmerization spell while in melee combat.
- The wayward fenrir scout in Raumarik has located his home camp to pull allies from.
Albion Monsters:
The Salisbury Giant should no longer be able to attack adventurers from a distance while the player is "out of range" for spell casting.
Hibernia Monsters
Cliffs of Moher: The Koalinth Sentinels guarding Koalinth Caverns taken new sentry posts away from the exit of the dungeon.
Midgard Quests:
New Quest: Thorgil, the farmer driven from his home outside Audliten, is still having problems with the tomtes. Thorgil is looking for those that helped him with the first problem to visit him again. Thorgil could use their help with the plot the tomtes have cooked up for Thorgil and Audliten.
We have added two repeatable quests, similar to the Soul Gem and Fell Tooth Albion-based quests. These Midgard quests begin in Uppland, and there is a limit to the maximum number of times you can complete them.
New Quest: Gudlor of Huginfell is worried about a dangerous book that is in his possession. Those that have helped Gudlor before should seek him out for he needs assistance.
Hibernia Quests:
New Quest: Mannix, in Mag Mell, swears he knows where adventurers can obtain some useful, enchanted items, for a small risk.
New Quest: Gormghlaith, in Howth, is looking for people to collect water beetle carapaces for her home-made concoctions, but there seems to be more to her simple request for help than meets the eye.
Hibernia Quests: We have added two repeatable quests, similar to the Soul Gem and Fell Tooth Albion-based quests. These Hibernian quests begin in or near Mt. Collory, and there is a limit to the maximum number of times you can complete them.
Albion Quests:
In our next patch, we will be adding a very high limit to the maximum number of times you can complete the following quests: Save the Spirits and Fell Creatures Bounty. If you want to guarantee that you can turn in any items you might have been saving for these quests, you should turn them in before the next patch.
Albion Quests: Remember, in our next patch, we will be adding a limit to the maximum number of times you can complete the following quests: "Soul Gem" and "Fell Tooth Bounty." If you want to guarantee that you can turn in any items you might have been saving for these quests, you should turn them in before the next patch.
Realm v. Realm Notes
- Frontier Keeps: It should be easier to target NPC archers at all frontier keeps, and particularly the hibernian frontier keeps.
- The guild banners on Caer Hurybury and Blendrake Faste should now be working correctly. (Note: This fix was also made to live servers on 5/2/02)
- The realm guards should be not quite so vigilant about shouting out at their enemies as they attack.
OBJECT NOTES
- Stiletto of the Soulshade (Albion) now properly uses thrust instead of slash.
- The chewed staff had its incorrect resistence buff fixed.
- The Spirit Bone Pin may now be worn.
- The double Body resist entries for the Worn Jewel Dusted Robe are now a single entry.
- The double Body resist entry for the Truesilver Flute has been fixed.
- Supple Willow branches should stack properly.
- Changed the +emp bonus on the Dancing Silk tunic (Midgard) to +pie
- The Smoldering Ember staff (Albion) is now friar only.
- The Gnawed Staff (Albion) should be displaying a proper resist.
- The Brigadine Gloves of Vigilant Defense ( Scout quest armor) now correctly buff the longbow skill.
- Baln's Sulfuric Slicer (Midgard version) correctly buffs sword instead of slash.
- The Enraged Wolf Pelt Cloak should be emblemizable.
- Avernal Maligned Staff of Mind, Accursed Demon Hammer, Accursed Demon Crusher, Accursed Demon Staff of Light, Accursed Demon Staff of Enchantment, and Accursed Demon Recurve Bow (Hibernia DF items) were all adjusted to be the appropriate level.
- The new monsters for Muire Tomb are itemized, complete with new magical goodies to round out the existing equipment set in the zone.
- Several common loot objects are now stackable that previously weren't. This includes necklaces, collars, chains, bracelets, bracers, armbands, bottles, different kinds of dust, essences, pins, and a few other assorted small items.
- Salvage values based on the value of the object have been set on existing dropped armor and weapons.
- Removed "phantom proc" from the Worn Dark Guardian Sword.
- The stat bonuses on the Granny's Shawl were tuned to be more level appropriate.
- Salvage values based on the value of the object has been set on existing
quest armor and weapons.
- The Cloak of Night can now take emblems.
- The Emerald-beaded strand now has the correct icon.
CRAFTING SYSTEM NOTES
- Crafted items now have a minimum quality of 94 percent. There is now an even chance that any crafted item will have a quality of 94-99 percent, with a very small chance of 100 percent.
- When you go up in level in a crafting skill, the print line will now tell you what your new level is.
- Added in the ability for armorcrafters and tailors to make the "level 6" version of their various types of armor. This enables them, at the material 10 level, make armor that is 51st level (versus the 50th level of dropped items and quest items). This will enable tradeskillers to make the current highest possible base AF armors for their realms.
- Timers for all of the recipes have been changed. This has a slight increase to the timers at the high end, but is about the same, if not lower, for the level 10 materials. You will notice a distinct drop in the timer for materials 6-9. We changed the base equation that we used for the timers so everything was more uniform. Weaponcrafters should notice a significant decrease in the *overall* time it takes to craft a weapon. They still take the most time to make a single item, but it isn't as artificially high as it was before.
- To coincide with the addition of salvage values for almost every single item that is dropped or quested (see note at end), we also equalized the salvage values for crafted items as well. They were set too high before, and in some cases would allow a crafter to salvage enough material back to make a positive amount of coin. Salvage was always intended to allow you to get materials back from items from the world, not allow you to powerskill up without any additional coin from your own items.
***Note: Any weapon, armor, etc, that drops/is quested should be salvagable now. Most of the other drops, as well, should give you some type of salvage, but it is possible that the object wasn't set up properly for that. As we have time, we'll be going back through to try to change that.***
Crafting Items Coming Soon
- Fletchers will get the ability to create the "level 6" versions of Bows/Staves/etc.
- Crafters of 1000+ skill will be able to ignore the item quality cap that is
currently in place (i.e. if you are skill 1050 then anything you make, regardless if it is red, orange, etc will have the full chance of being a 94-100 quality item).
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Dark Age of Camelot
Version 1.51 Release Notes
June 26, 2002
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Welcome to Dark Age of Camelot version 1.51, which contains a massive update to the game's spell system. Spellcasting classes were analyzed by the game's Strike Team, and many changes were made based on the recommendation of testers and players. Version 1.51 contains these changes. There are new spells for some classes, many spell bug fixes, as well as tweaks to existing spells to tune them better. Be sure to check out the extensive "SPELL NOTES" section in this release note.
Version 1.51 also has many regular bug fixes, as well as some new fun additions that let you play card games, roll dice, and produce random numbers. There is also a completely new system for combat style icons that should make them much easier to use to differentiate your character's combat styles from one another. Another huge part of 1.51 are many dozens of armor/weapon object fixes that you'll see listed in these release notes. These object fixes are another example of the Strike Team at work: all objects that buff unnecessary stats or skills have been changed to be more appropriate, as well as other general fixes.
The Strike Team will next move on to Realm vs. Realm combat issues. Expect to see updates to RvR combat in testing on Pendragon soon. And, FYI, just because the Strike Team is moving on to other issues does NOT mean that we are in any way "done" with spells. We will continue to make spell tweaks and bug fixes as needed just like we always have.
We plan to have the next live version of the game contain the ability for players to "respec" one of their specializations at two points in their careers, as was announced a month or so ago. We needed to implement these 1.51 changes first, before the respec, since 1.51 contains so many "class changing" spell updates.
NEW THINGS AND BUG FIXES
- Previously, when you used the purge Realm Ability, your timer was not being reset, so if you used purge to get rid of a bad effect (mesmerize, for example), you could immediately be re-mezzed. This has been fixed.
- The "/random" command is now in, which will give you a random number. Type "/random #" to print out a number between 1 and the number you chose.
- The guild commands PROMOTE, DEMOTE, LEADER, and REMOVE now work by player name, not target, and work across zones. Use the format "/gc promote [playername] [rank]", for example.
- When you are above 1000 in your main tradeskill, any item you can successfully make will now have an even chance of being 94-100% quality.
- There were some monster pathing problems in Darkness Falls that prevented pets from moving between rooms properly. This has been fixed.
- You should no longer be able to "screenshot jump".
- Shadowed players - i.e. hidden players who have been uncovered by the See Hidden Realm ability, or friendly stealthed players - no longer "pop" into full view when they initially come into view. They now appear correctly as shadows.
- You can no longer utilize an exploit to "rez-pull" a player through a keep wall or boundary wall.
- Poison Merchants are now listed as such over their heads.
- When you select an object with the mouse, then use F7 to select the nearest object or monster, the summary window should now correctly update. Previously, it would only show the monster's health bar.
- You should no longer run into the "cast while sitting" bug. Players would tap on the forward key to stand (when sitting), then immediately cast and would get the "you cannot cast while sitting".
- Target Nearest Object no longer targets tombstones.
- You should now get an icon on your screen when you are stealthed.
- The Ignore Pain Realm Ability is a full heal every 30 minutes, with one 14 pt level. The documentation on the Herald will be updated to reflect this.
- Added a new key (which is by default unmapped) that allows the player to target the last attacker. In general (if a player has no target already), his last attacker will be auto-targeted. This allows the player to switch to the last creature to do damage to him even if he's already targeted.
- The Use Item key has been added to the /keyboard list.
- /INVITE now invites a person to a group by name - you no longer has to be targeted. /INVITE with no name still invites the targeted player.
- Poisons can now be hotkeyed. When you activate the poison it automatically applies to the readied weapon in the right hand. If the right-hand weapon already has a "poison" effect, the poison will auto-apply to the left handed weapon.
- Flying monsters should now face the correct direction when pulled into combat by a player.
- Pets now correctly give faction hits when they make the killing blow.
- The /GC LEADER command now prints the correct rank of the new leader.
- The Darkness Falls entrance status is now on the /REALM command.
- When you prepare to use a bow, you now longer get the extra messages about "using" the bow.
- When you delve (shift - I) a duration effect on yourself, it now shows the time left in the effect.
- You can now change your last name for a fee of 10 gold at the name registrar. You can do this as many times as you wish.
- The /AREMOVE and /AREMOVE commands now correctly work without typing additional words.
- Mashing the attack command key should no longer make pets attack dead corpses. This was actually difficult to do to begin with, but there is now a second check that should prevent it entirely.
- Keep lords should no longer pull through the roof
- The who and /gc who commands now take a final parameter which is the player number you wish to start viewing at. So by typing /gc who, /gc who 25, gc who 50, etc, you can see the entire list of players.
- Self Concentration buffs should now save for real. We added an extra security check at the last minute before the last version which was supposed to prevent other players' concentration buffs from saving on you, but also prevented your own. It was very secure, perhaps too much so.
- AE realm abilities should no longer damage allies.
- Style Bonus damage should now display the correct amount when attacking keep doors/siege equipment.
- After a mez spell wears off, another cannot be cast for one minute. When in this state, when a player zoned, the mez would become immediately re-active after zoning. This has been fixed.
- The damage from the Left Axe skill has been adjusted slightly to grow more with the player as he specializes more in Left Axe. Previously, higher level people could do more damage with normal two-handed weapons than with their "special" Left Axe attacks. The damages at higher levels should now be more equivalent.
- There was a bug where Disease spells would only "snare" (slow) the target occasionally. They should now work consistently against both players and monsters.
- Delving a permanent duration effect no longer gives an incorrect timer for seconds remaining.
- Monsters who have a Confusion spell cast on them should no longer warp erratically.
- /GC AUTOREMOVE should now work properly. This command can be executed by guild leaders only. This command removes the specified player from a guild, even when he is not online.
- Group Purge now correctly checks all players affected by it, and if any player in the group has a negative effect removed, the caster's group purge timer is reset. Previously, there were situations where the caster could use group purge without the timer resetting.
- Spellcasting monsters should no longer inch forward between casts.
- Instant cast debuffs should no longer interrupt other player casters and player archers.
- Cloud and trap spells should show damage values now when you delve them.
- Previously, if you zoned with a constitution buff on your character, you would "lose" the amount of bonus hit points granted to your character, which would then regenerate normally over time. This has been fixed so that your hit points (and any other bonus attained from a stat buff) will remain at their proper level when you zone.
CLASS CHANGES
- Hunters now get Evade II at 20th level.
- Berserkers now receive the throwing weapon ability upon joining the House of Modi. Please note that this is the ability to use throwing weapons, not to specialize in them.
COMBAT STYLE ICON CHANGES
Combat style icons are all-new and improved. First, each combat style now has its own unique icon (previously styles shared icons). Each weapon specialization has a separate icon color to help players tell their styles from different weapon types apart. Additionally, the new icons' borders are red to help you know it's a combat style (as opposed to a spell or macro).
Each icon also now has a series of widgets to help you quickly remember the prerequisites for each style. From conversations with players, it became clear that what would become most helpful is knowing if the style requires an opening position and/or is a chaining style.
The upper left hand corner indicates whether the style chains off of another or is the opener for a chain. A yellow square indicates it is the first style in a chain. A single triangle indicates the second. Two triangle stacked indicates a third, and so on.
Blue triangles on the sides of the icon tell you if the style requires a positional opening. Two triangles on the side stands for a side-opener. A triangle above means you must be in front of the target. A triangle below means you must be behind the target.
The upper right hand corner indicates whether the style requires you target has just been blocked, parried, or evaded. A purple arrow widget indicates a block is required. A green arrow widget indicates a parry is required. A blue arrow widget indicates an evade is required.
The lower right hand corner indicates an effect the style may have on your target. A blue arrow widget indicates it may "turn away" your target. A red arrow widget indicates it may taunt your target. A red box widget indicates it may de-taunt your target.
Also, combat style weapon trail colors have changed. Previously, combat style weapon trail colors were keyed to the weapon used - all 1H crush styles, for example, used the same color. We've changed this system to be level based. Now, all low level styles are green, higher ones are blue, and so on to the highest level styles, which are purple. This way you'll know approximately what level style your opponents are using on you.
COMBAT STYLE NOTES
- The Staff combat style "Counter Evade" now has a longer movement reduction than it used to.
- The style "Niord's Fury" now chains off Frost Cut. Niord's Fury used to be a fumble based style and fumbles don't happen often enough to base a style from.
- The Friar Staff "Friend" style has its fatigue cost lowered. Its stun effect has been changed to a movement effect.
JUST FOR FUN
We've added a few new "fun" commands to Camelot that allow you to roll dice and even play cards.
- a "/roll [number dice]" command is in, which simulates a dice roll. You can specify how many die rolls you want. This command simulates a six-sided dice only.
- "/shuffle [number of decks]" will create the number of decks you specify and automatically shuffle them. Please note you must use this command before using the /deal command (see below).
- "/deal [name] [u/d]" will deal one card to the player of your choice. u/d determines whether the card is up or down (whether it is printed to the other players or not). Please note you must use the "/shuffle" command first to actually create the decks of cards. Also please note that the "cards" are text-only; there are no graphics with the card system. Also, you may play cards only with your group members.
- "/held" gives you a list of all the cards in your hand. Each of your cards are listed with a number beside them. "/help g" gives you a list of all the players in your group and what cards they are showing.
- "/discard [#] will discard the card in your hand that you specify. "/discard all" gets rid of all your cards.
- "/show" shows your whole hand (turns all your 'down' cards to 'up').
- Please note that you can filter off all card and dice text by turning off emote text.
SPELL SYSTEM NOTES
BUG FIXES
- Concentration effects that a caster has on himself will no longer go away when they zone or quit.
- Concentration pool should update correctly when you get and lose Rez sickness
- Nightshade direct damage should be set to "Skill 0" now, reducing its variance.
- Changed Wizard Liquefaction Simmering Cloud line to do Heat damage instead of Cold. The old damage type was a bug.
- Fixed the targeting problems with the Wizard Calefaction ground-targeted AE DD Earth Eddies line.
- Hostile duration effects (debuffs, mez, stun, etc) are now affected by resistances as originally intended. Durations of sleep effects (mez, stun, etc) are also now properly affected by level variance, so that low level players casting on higher level players will get less duration from their spells.
- The realm ability Perfect Recovery should no longer use power.
- The realm ability Thornweed Field has had its damage returned to normal (a data error caused its damage to be raised), but its snare effect has been improved.
- We've scrubbed through the spells and fixed all known spell printing problems (misspellings, pet spells printing as though they affected you, etc.).
- The Mercenary ability Dirty Tricks and Blademaster Triple Wield should no longer print "you cast a spell".
- Fixed Healer Celerity line; before it was not having any effect on the buff's target, it should now provide increased attack speed as intended. The Asgard's Strength and Defense lines should no longer take concentration points and should use power as intended.
SPELL TWEAKS
- Increased damage and decreased casting time of the pet focus damage shields for the Spiritmaster (Spirit's Revenge line) and Enchanter (Aura of Echoing line) to bring them in line with the Cabalist focus damage shield.
- The Bard Captivate Audience line has had all its spells set to 350 radius to make it consistent with similar spells in other class' lists.
- All DOTs now have their damage based on the caster's primary casting stat. This means that high intelligence (or other prime stat) casters will do significantly more DoT damage than they did previously.
- Increased range of Mentalist DoTs to 1500.
- Increased damage and decreased duration and frequency of Shaman and Druid DoTs. They still do 6 ticks, but over a shorter period of time.
- Druid DoTs now stack with Mentalist DoTs.
- Increased pet-only buffs to last 20 minutes for the Cabalist, Spiritmaster, and Enchanter.
- Changed all list-caster debuffs to be instant cast. Base debuffs (Strength and Dexterity debuffs) are on their own 15 second timer, and all advanced debuffs (combo stat debuffs, AE debuffs, and resist debuffs) share a second 15 second timer. This requires some thought on the part of the caster into exactly which debuffs to use against particular opponents, and add benefit to having multiple debuffers. All debuffs of the appropriate type are set to be instant. Debuffs in this case refer to attack speed debuffs, resist debuffs and stat debuffs. This should make it much more practical to use debuffs in combat, since there won't be a damage tradeoff. Since these debuffs should be more prominent and useful, durations have generally been shortened, and area effect versions have had their power costs increased appropriately.
- Increased range on pet heals as part of the healing revision.
- Changed Warden pulsing bladeturn into a chant so Wardens can switch between their existing chants and this one in combat.
- Changed all concentration based resistance buffs to be 10 minute duration group targeted buffs. They now cost power instead of concentration points. This was done to allow buffers more leeway to provide more buffs on their party members.
- The Cleric Smite line was re-tuned to bring this specific class/skill combination into line with other healers. The primary change was a reduction to the direct damage spells (single target and AE), which were doing the equivalent damage to a nuker direct damage spells. This was inappropriate due to offensive and defensive melee capabilities of the Cleric. The Heavenly Strike line (AE DD) now has had its radius increased to 350 at all levels, however.
- Changed the re-use timer on the new taunt spells (Friar and Paladin) to 30 seconds.
- Increased range of Cabalist and Spiritmaster health transfer spells and Shaman Frigg's lines to 2000, since they are effectively healing spells.
- DoT spells are now properly affected by resistances to bring them in line with DD spells.
- The range of Mentalist Curative Trance line has been increased to be in line with the recent healing changes.
- Increased the effectiveness of Champion debuffs to give them more impact in RvR and make the spells more commensurate with their fatigue cost.
- Increased damage on the Enchanter pet direct damage spell.
- Increased recast timer on Warden's Nature's Guard, Nature's Barrier, and Nature's Wall chants to 16 seconds.
NEW SPELLS (BY REALM)
HIBERNIA
- Added a base group heal to Hibernian Regrowth line. All Druids/Bards/Wardens should have it now. This gives the healing classes in all 3 realms a base group heal.
Group heal:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added Cure Poison and Cure Disease to Bard Regrowth spec. This was done to give Hibernia two classes with these abilities like the other realms; previously only the Druid could cure disease and poison.
7 Cure Disease
9 Cure Poison
- Added a short duration, high attack speed debuff to Enchanter Bedazzling spec to improve the usefulness of the list.
Short duration, high attack speed debuff
11 Dazzling Flash
21 Dazzling Torch
31 Dazzling Flare
41 Dazzling Strobe
- Added ground targeted area effect direct damage to Eldritch Void spec:
16 Sphere of Negation
23 Sphere of Oblivion
34 Sphere of Annihilation
43 Sphere of Unmaking
- Added insta-cast root to Druid Nature spec; these are all on the same 10 minute timer. All Druid roots have been set to "no recast", however. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-root
28 Sprouting Undergrowth
AE Insta-root
36 Bursting Undergrowth
46 Choking Undergrowth
- Added insta-cast mes to Bard Music spec; these are all on the same 10 minute timer. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-mes
29 Hypnotic Harmony
AE Insta-mes
37 Deluding Harmony
47 Entrancing Harmony
- Added a self strength/constitution buff to the Champion Valor spec track to make them more competitive with tank classes that have higher natural constitutions:
5 Vigor of the Champion
10 Strength of the Champion
16 Fortification of the Champion
23 Focus of the Champion
32 Power of the Champion
40 Force of the Champion
50 Might of the Champion
- Druid pets now have more productive abilities, and new abilities with level. These abilities are cumulative:
L1 summon: No special abilities
L7 summon: Self AF buff, now scales with level (the higher level the pet,
the greater the bonus)
L12 summon: Str/Con buff (scales with level)
L20 summon: chance of a short stun (this is the old stun, but the
area-effect component has been removed)
L32 summon: chance of proccing a short duration bladeturn effect
- Moved Enchanter Lesser Effervescence line from Empowering list to the Enchantment base list; this is consistent with the way the other realms are set up. The levels the spells are awarded changed slightly:
5 Lesser Effervescence
14 Effervescence
25 Greater Effervescence
34 Superior Effervescence
45 Maximum Effervescence
ALBION
- Added the following spells to the Wizard Calefaction spell list to help make the Earth specializition track more appealing as an option to Fire and Ice.
AE Root
13 Trembling Earth
32 Quaking Earth
42 Buckling Earth
Ground targetted AE DD
16 Earth Eddies
25 Earth Splash
34 Earth Ripple
43 Earth Wave
Matter-based DoT
6 Molten Wrap
10 Greater Molten Wrap
16 Molten Blanket
23 Greater Molten Blanket
29 Sheet of Lava
35 Greater Sheet of Lava
41 Sheet of Magma
48 Greater Sheet of Magma
- Added following spells to Sorcerer Telekinesis (Matter spec) list to flesh out the list and give it more specialization value.
AE Dex/Qui debuff
15 Constricting Field
23 Restraining Field
34 Major Constricting Field
45 Major Restraining Field
Snare + DD
17 Lesser Constricting Jolt
24 Constricting Jolt
31 Lesser Constricting Force
40 Constricting Force
49 Major Constricting Blast
- Added taunt spell line to Paladin Chant spec. This spell is intended to alleviate the fact that Paladins have no ranged technique to pull with. These spells do damage that accrues on the hate list of their target, but do no actual damage. They are on 8 second timers, and cost no power.
Paladin Chants
5 Provoke
15 Aggravate
30 Enrage
40 Infuriate
- Added a taunt line to the Friar to allow them to pull in PvE (primarily when soloing).
Single target, timer based taunt
6 Tease
19 Annoy
36 Inflame
40 Incense
- Added a self Dex/Quickness buff to the Friar's Enhancement spec to better reflect that they primarily use Staves, which are dexterity based.
7 Readiness
12 Coordination
18 Agility
25 Precision
35 Gracefulness
45 Fluidity
- Added a new area effect mesmerize spell to the Minstrel. This new line of spells are half duration mez. Since the Cleric was often being used for AE Mez crowd control with their PB AE Mez, and since that has been put on a 5 minute reuse timer, the secondary crowd controller in the realm (the Minstrel) is now being given a little extra versatility in this realm to bring them up to par with other secondary crowd controllers.
10 Comforting Lullaby
15 Enchanting Lullaby
21 Pacifying Lullaby
28 Entrancing Lullaby
36 Sedating Lullaby
45 Enrapturing Lullaby
MIDGARD
- Added the following spells to Shaman Cave Magic line:
Single target DD; note that this damage spell is on the same timer as the Fungal Pin line, and should be used as an alternative to the bolt spell for targets in melee combat.
Direct Damage
1 Fungal Mud
4 Fungal Froth
7 Fungal Muck
11 Fungal Slush
15 Fungal Slime
20 Fungal Ooze
25 Fungal Sludge
30 Fungal Ichor
35 Fungal Scum
41 Fungal Mucus
- Added point blank area effect direct damage spell to Spiritmaster Spirit Suppression list:
8 Soul Dissipation
14 Soul Dispersal
20 Soul Blast
26 Soul Explosion
34 Soul Banish
41 Soul Destruction
49 Soul Annihilation
- Added low level resurrect to Spiritmaster Spirit Enhancement list:
23 Restore Spirit
- Added ground targetted area effect direct damage to Runemaster Rune spec:
19 Mark of Ruin
26 Mark of Havoc
35 Mark of Devastation
43 Mark of Undoing
- Added some new spells to the Healer Augmentation spec track. These new spells are intended to make the Healer more effective in combat, without adding explicitly offensive magic. This is intended to provide an alternate track for a Healer to spec in to give a different play style.
Short duration group haste buff, stacks with concentration based haste
18 Celerity
26 Enhanced Celerity
32 Amplified Celerity
44 Pure Celerity
Self only Str/Con buff
8 Asgard's Lesser Strength
19 Asgard's Strength
28 Asgard's Lesser Potence
34 Asgard's Potence
42 Asgard's Lesser Might
49 Asgard's Might
Self only damage shield
13 Asgard's Lesser Defense
21 Asgard's Defense
29 Asgard's Protection
43 Asgard's Deflection
48 Asgard's Greater Deflection
A NOTE ON HEALING SPELLS
The standard healing spells (ones with normal cast times, including the standard group heals) have been significantly revised, both to fix some longstanding efficiency problems at higher spec levels, and also to encourage healing classes to heal more in RvR. In general, these revisions affect casting times, range and power costs, not amounts healed. The intent is that this will have the effect of decreasing downtime and increasing effectiveness in RvR, without altering the balance of PvE combat too much. PvE changes are not the intent of these fixes, but some give and take is accepted here. The Cleric/Friar in Albion, Shaman/Healer in Midgard, and the Druid/Bard/Warden/Mentalist in Hibernia are all affected by these changes, and all equivalent spell lines have been adjusted according to the same new baselines.
There was a bug in the Hibernian healing lines due to them using outdated baselines that resulted in some of the Druid/Bard/Warden healing spells to be less effective than equivalent level healing spells in the other realms; this has been corrected with these changes.
The primary change that affects all of these spells is that the efficiencies never go down at higher levels. These means the higher level spells are always going to heal at least the same number of hit points per power point as a spell of lower level. Since efficiencies were previously decreasing, this means that many healing spells have had their power costs reduced, especially higher level spells. This is the primary change to the non-spec heals (which all healers have).
The "third tier" healing spells, a.k.a. "major heals", are the lower heals earned by specializing in healing. These spells have been revised to significantly increase in power efficiency with level. Again, this effectively decreases the power costs of these spells at higher levels, and makes it possible to heal for extended duration in combat.
The "fourth tier" healing spells, a.k.a. "greater heals", have had their costs re-tuned to make sure their efficiency does not decrease. These spells are not as power efficient as third tier heals, however. The new change that should significantly increase the utility of these spells is that the higher level the spell, the lower its casting time will be. The first spells in these lines have had their casting times slightly reduced, and the further a healer specializes, the lower the casting time goes. At the highest levels, the casting time can go below 3 seconds. Since these spells heal the most hit points, the lower casting times should make them much more practical and useful in RvR.
Both group heal lines have had similar tuning so that their efficiencies no longer go down, and their costs have in general decreased to reflect the increased efficiency. The base group heal increases in efficiency now, so the upper levels cost substantially less, while the spec group heal has been changed so that its casting time decreases with spec, and the amount it heals has been increased.
The last change is very significant, and that is that all standard heals have had their ranges increased to 2000, and group heals have a radius of 2000. This is intended to increase healer survivability by allowing them heal from distance, and increasing their availability to resurrect after battle.
SPELL SYSTEM GRAPHICAL NOTES
- All musical spellcasters now get the floating notes cast effect for some spell. The new notes effect is smaller and less obtrusive, though. Musical effects which seemed to have the old and new notes at the same time should be cleared up.
- Pulse effects for musical casters are mostly removed, except for the speed song, which has the small foot twinkles. Other songs now just have a one-time hit effect.
- A downward, colorful spiral was added to some of the stun effects to differentiate them from some other, similar effects in the game. Stun and "mez" effects are still being tweaked, and a better method of showing when such spells "break" is being looked into.
- Two effects which make silver and gold twinkles were adjusted to a smaller, more appropriate scale. (Purely aesthetic change).
- Adjusted the clashing sword/axe buff effect for Midgard so it no longer hits tall trolls in the head.
- Switched the Berserk effect to a more appropriate red swirl.
- Added a magical rune effect for some Midgard shield spells.
- Fixed Spiritmaster Point Blank mesmerize spell graphics to have the appropriate mesmerize "zzzzz" effet.
SOUND SYSTEM CHANGES
- Random ambient outdoor sounds have been tweaked. Many confusing or otherwise annoying sounds have been removed, and replaced by different, more appropriate sounds.
PLAYER FIGURE NOTES
- The Firbolg male model no longer carries his shield too far away from his forearm. It is now much closer.
CRAFTING SYSTEM UPDATE
- Heavy Shod Staff and Heavy Shod Quarterstaff recipes in Albion now produce
the correct Staff
- Heavy Shod Staff recipes now start at 495, instead of 595
- Heavy Shod Quarterstaff recipes now start at 515, instead of 615
- Heavy Composite Bow recipes now start at 515, instead of 615
- Fixed all level 51 armor recipes that created the wrong item, as well as recipe values.
- Level 51 armors will no longer be picked for consignments.
- Added new items to fletching for all three realms:
Albion: Heavy Short bow, Heavy Longbow, Light crossbow, Heavy Staff, Heavy Shod staff
Midgard: Heavy Staff, Heavy Composite bow
Hibernia: Heavy Short bow, Heavy Recurve bow, Heavy staff
WORLD NOTES
- Hibernia: You can now bind in Tir Na Nog.
General Quests
We're continuing our introduction of a new type of quest intended to pick up where kill tasks leave off. These new quests are a storyline-based type of kill task. There are 21 of these quests being added for each realm, and they are intended for players between levels 21 and 41. To maximize your benefit we recommend you do them at the suggested level, but you may need to bring a partner to ensure your success in slaying the appropriate monster. Speak with your local barkeep for more info.
Albion Quests
- We have added a limit to the maximum number of times you can complete the following quests: "Soul Gem" and "Fell Tooth Bounty."
Realm v. Realm - Frontier Keeps:
- Siege merchants in the frontier are no longer be charmable.
Dungeon Notes
Three more dungeons have gotten an overhaul. These changes include new sections of the dungeons opened for player use, and new encounter areas.
Albion: Tomb of Mithra: Rumors of increased activity in the Tomb of Mithra have run rampant through the local alehouses. Lord Prydwen has issued an official edict that all citizens of the Realm are not to explore the dungeon. Any attempt to do so may spark greater evil than that which currently inhabits the tomb.
Albion: Catacombs of Cardova: During a recent journey to the Catacombs of Cardova, a group of adventurers happened upon the corpse of a tomb raider. Upon closer examination, they found him to be mumbling incoherently, his body in tattered ruins, his flesh singed and hair completely burned off. Disregarding the dying thief's warnings, the group descended the steps into the darkness of the crypt. One member made it outside before he died.
Midgard: Nisse's Lair: There have been rumors of recent activity in Nisse's Lair. The tomte of the region have begun digging new caves and passages within their home and more tomte have begun moving to the area. Hunters of the realm are unsure of the cause for this sudden flurry of activity.
Midgard Dungeon: Varulvhamn: The King of the Werewolves has returned to Varulvhamn seeking fresh sacrifices for the Altar of Lyceaon. Werewolf kin of Midgard have begun shouting praises at his return as well as the essences of nature that once flowed through their blood. Uncovering a once-hidden maze of passages , the werewolves within their dark lair have now made room for its increased population of lycanthropes. Tread lightly lest you wish to be the king's next sacrifice.
Please note that the revised dungeons have multiple exits, some of which are one-way, meaing you cannot re-enter from the same spot.
Midgard - Nisse's Lair: You should no longer get dumped into the void and then back to your bind point. All monsters in the new areas of the dungeon should now be spawning correctly.
Albion - Tomb of Mithra: All monsters in the the new areas of the dungeon should now be spawning correctly.
Monsters
Hibernia: Lough Gur: Melancholic fairies have been harassing passers-by in the southwest of Lough Gur. These fairies will attack those that disturb their home or even get near it.
Hibernia: Cursed Forest: Blight begins his life in the form of eight small skeletons. It seems that occasionally one of these eight would stray off from his group. This would result in Blight's second phase not appearing when the first group is killed since all of the small skeletons must be found and killed. The small skeletons will be much better about staying together now and will periodically regroup with one another just to make sure.
Hibernia: A healer, enchanter, smith and arrow merchant have decided to set up shop outside the North Gate of Tir Na Nog.
Midgard: Fire giant scouts in Muspelheim should no longer say they are too far away to target even when you are right next to them.
ALBION: The Gytrash in Albion have had their apperance changed so they look more undead.
Albion: Cotswold citizens are overjoyed at the newest addition to their town, Brother Lawrence. He is a devoted servant of the church and is waiting to ease the suffering of anyone who needs his help.
Monsters: Albion: Stonehenge Barrows: The advisors in the Wizard Lichas' room are no longer required to stand still when casting their spells.
OBJECT NOTES
We have begun to weed out items that have invalid skill bonuses or stat increases that are not useful. This is the first batch of fixes, and we will be continuing to fix these types of problems on an on-going basis. The majority of these items had evade, bow skill, and/or were Paladin items with chants or piety. None of these bonuses helped anyone, so they were changed.
Please note that some of these items were originally documented as fixed in version 1.50 (the previous version). These fixes are now fixed as of this current version (1.51).
- The Serrated Black Tooth should now have body and matter resist, instead of two body resist entries.
- The Petrified Bardic Wonder now has cold, matter, and body resists instead of three cold resist entries.
- The Accursed Cloak of Shadows (Albion & Midgard) can now be dyed and emblemized.
- The Dull Asterite Runed Staff and the Dull Asterite Spirit Staff now have a salvage value set.
- Due to player feedback, the minstrel quest reward Ring of Coruscating Harmony now buffs +charisma, +strength, and +spirit resistance.
- The Dartmoor ponies should no longer be dropping silver in addition to their normal pelt drops.
- The common loot drop on hill scrags was altered so that they'd drop more silver on average.
- The Yellow Silken Robes should now have a working charge effect.
- The Bracelet of Defense can no longer be held.
- The Boots of the Stealthy can no longer be held.
- Ring of Shades had its stats appropriately raised.
- Ignuixs Portable Shadow had its stats appropriately raised.
- Nightshade's Jewel had its stats appropriately raised.
- The Cloak of Night had its stats appropriately raised.
- Shadow Woven gloves had their bonuses appropriately raised.
- The Dark Shod staff had its strength bonus changed to dexterity.
- Boots of the Forlorn now have the correct armor factor.
- Moonlit Helm had its quickness stat replaced with constitution.
- Blademaster Initiate gloves are now reinforced armor.
- Glistening Shilleagh should have the proper damage setting.
- Diamond Scimitar should now have the proper damage setting.
- Nibbled Staff now has a heat resistance.
- Soft drake hide sleeves now increase dexterity.
- The proc on the protector of the stone oracles is now reactive.
- All Instruments should purchased from stores at 85% quality.
- Splendid Boots of Glory now have crush resist in place of the second cold resist.
- Kedger's Quick Boots can now be dued by the proper dye.
- The Twisted Truesilver Ring now has slash resist in place of the second body resist.
- The Ancient Witherwoode Shield had the second cold resist changed to energy.
- Padded leather robes can now be dyed.
- Regal robes can now be dyed.
- All albion level 50 vests have been converted to a robe.
- Tundra Walker's Mantle can now take dyes and emblems.
- Helm of vision now has a studded helm graphic.
- Giant gutter had the phantom proc ability removed.
- Valor bound spear now has a constitution bonus rather than charisma.
- The Truesilver kite shield had the second body resist changed to spirit.
- Robes of Celerity now increase parry instead of evade.
- The Lynx Spider Jerkin, had the invalid backstab increase changed to critical strike.
- The Ruined Roman Helm had the piety removed and replaced with strength.
- The Skull of Aer'ambor had the piety removed and replaced with constitution.
- The Slythcur cloak now increases critical strike and stealth instead of evade.
- Studded Fae boots now increase stealth instead of evade.
- Bounder Fur boots now increase stealth instead of evade.
- The Girdle of catlike movement now increases critical strike instead of evade.
- The Hollow plate helm now increases strength instead of piety.
- Boots of the Agile evader now increase stealth instead of evade and were renamed to Boots of the Slinker.
- Forest Hunter's Boots now increase hit points instead of evade.
- The Kraggon Worm Helm had the piety and chants removed and replaced with constitution and hit points.
- The Frosted Plate Helm had piety and chants removed and replaced with parry and dexterity.
- The Ghoul Knight helm had the piety removed and replaced with strength.
- The Bear Mask had the Berserk replaced with parry.
- Mourning Rage had its berserk skill replaced with axe.
- The Boots of Loki had the evade skill replaced with strength.
- The boots, Dancing Evaders had the evade skill replaced with stealth and were renamed Boots of Stealthy Evasion.
- The Black Night Cloak had the evade skill removed and replaced with critical
strike. It was renamed Cloak of Night.
- The Serpent Hide helm had the berserk removed and replaced, the item also had unusable entries changed.
- The Runed Clay boots now increase stealth instead of evade.
- Supple Serpent hide boots now increase stealth instead of evade.
- The Supple Serpent hide helm now increases dexterity instead of berserk and had unusable entries changed.
- Jotun Black Orm Boots now increase Matter resist instead of evade.
- Brendig's Belt now increases Critical Strike instead of evade.
- Pillager's boots now increase constitution instead of evade.
- Boots of the Frenzied bear now increase strength instead of evade and berserk.
- Shadowhand's Cloak now increases critical strike instead of evade.
- The Windbound Cloak now increases stealth instead of evade.
- The Lion Embossed Helm now increases hit points instead of chants, piety and charisma.
- The Forester's Helm now increases Longbow instead of evade.
- The Ancient Helm now increases constitution instead of piety.
- Bloodied Leather Boots now increase stealth instead of evade.
- Spirit Fighters Robes now increase parry instead of evade.
- Redoubled Leggings now increase strength instead of piety.
- The Flute of Displacement increases stealth instead of evade.
- The Heavy Pull short bow had the bow skill increases removed and replaced with dexterity.
- Cath Gloves had the parry increases removed and dispersed to critical strike
and envenom.
- The Formorian Short bow had the bow skill increase removed and replaced with
quickness.
- The Splintered Mephit Femur had the invalid backstab skill increase replaced
with critical strike.
- The Kedger Short Bow had the bow skill increase replaced with dexterity.
- Idolator Boots now increase stealth instead of evade.
- Earth Crafted Molded Boots now increase stealth instead of evade.
- The Earthen Defender now has additional blade skill instead of evade.
- Boots of the Wicked Evader now increase stealth instead of evade and were renamed Boots of the Wicked.
- Kedger's Gilded Boots now increase dexterity instead of evade.
- Master Nightshade's Necklace now increases critical strike instead of evade.
- The Ore Bow now increases dexterity instead of bow skill.
- The Hardended Short Bow now increases dexterity instead of bow skill.
- The Belt of Misdirection now increases quickness instead of evade.
- The Vest of Dislocation now increases stealth instead of evade.
- The Worn Asterite Shod Short Bow now increases dexterity instead of bow skill.
- The Fine Asterite Shod Short Bow now increases dexterity instead of bow skill.
- Musty leather boots now increase stealth instead of evade.
- Observer Boots now increase quickness instead of evade.
- The Tainted Avernal Breastplate now increases strength instead of piety.
- Tainted Avernal Gauntlets now increase strength instead of piety.
- The Tainted Avernal Helm now increases strength instead of piety.
- The Tainted Demon-forged Breastplate now increases quickness instead of piety.
- Tainted Demon-forged Gauntlets now increase constitution instead of piety.
- The Tainted Demon-forged Helm now increases constitution instead of piety.
- The Abysmal Breastplate now increases contitution instead of piety.
- Abysmal Plate Gauntlets now increases strength instead of piety.
- The Abysmal Plate helm now increases hit points instead of piety.
- The Maligned Avernal Short Bow now further increases dexterity and quickness
instead of bow skill.
- Stonewatch Gauntlets now increase strength instead of piety.
- The Helm of the Malevolent now increases hit points instead of piety.
- The Avernal Maligned Short Bow now increases quickness instead of bow skill.
- The Acursed Demon Short Bow now further increases dexterity instead of bow skill.
- The Infernal Malison Short Bow now increases quickness instead of bow skill.
- The Goblin Archer Short Bow now increases quickness instead of bow skill.
- The Flawed Runic Short Bow now increases Dexterity instead of bow skill.
- The Runic Bow now increases dexterity instead of bow skill.
- The Truesilver short bow now increases dexterity instead of bow skill.
- The Bow of the Silver Talon now increases quickness instead of bow skill.
- The Nightshade's Jewel had the bonuses appropriately raised.
- The Eldritch class armor now has more resists.
- Softened bark armor should now have the proper armor factor.
- Gold lined drinking horns can now be used by any class.
- The Boots of Favor and Heavy Boots of Favor can now be dyed.
- Wrym Sleeves can no longer be held.
Salvageable Items
We've been going through in-game objects to make them able to be salvaged. Here's the first list of those items that can now be salvaged. Note that some of these items may have different repair and/or sell values, as they were using outdated values that are now correct with current standards. Please note that we continue to work on this, and that more items will be salvalgeable in future versions of Camelot.
Albion: Kraggon Worm Boots, Kraggon Worm Greaves, Kraggon Worm Breastplate, Kraggon Worm Arms, Kraggon Worm Helmet, Kraggon Worm Gauntlets, and Kraggon Sword. Also Huntsman's Longbow, Imbued Longbow, Sylvan Longbow, Rune Longbow, Glyphed Longbow
Midgard: Klippor sword (also added a +str bonus), Riva hauberk (also added more hitpoints), Wiley's Boots, Bow of Winter
Hibernia: Elven Recurve Bow, Oaken Recurve Bow
Misc. Salvageable Items
- Any dropped Weighted asterite runed staves are now salvagable.
- Any dropped Weighted asterite spirit staves are now salvagable.
- Any dropped Black Golden-embossed Hoods are now salvagable.
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Dark Age of Camelot
Version 1.52 Release Notes
Wednesday, August 7, 2002
======================================
You will see many changes in this version, the largest is probably that of respec (being able to re-allocate your character's specialization points). We have decided to give all current players of the game the ability to respec fully - not just select one specialization at two different levels (although we will support that as well) as we previously announced. We are giving all current characters the chance to fully respec as a way of thanking all current players for being with us over the last eight months, and to allow all of them to take advantage of skills and abilities that were not available to them when they started playing and speccing their characters.
We have taken the following steps in this version to make the melee combat experience more fun and meaningful in RvR (you can get the full details on each of these further down in the release notes):
- Behind the scenes melee rules changes. We have changed two separate "under-the-hood" game mechanics to make melee combat more fun. One was to remove the level-based "to hit" modifier, and the other was to change the way the game calculates how many players are in combat with each other at once. These sound like small changes, but they will both let you hit more often (in the case of the first), and parry/block much more often (in the case of the second). The combination will mean that you will live longer, and thus, deal more damage.
- We have changed the armor tables in the game so that one damage type (crush) will no longer be the most powerful in the game. See the section on armor tables below for more information.
- We have alleviated some of the frustration of being mesmerized in combat by giving special "cure mez" spells to some casting classes. Judicious use of these spells will mean that you will be mezzed far less often than before.
- In the case of Blademasters and Mercenaries, we have given them additional abilities that will let them add extra damage every few minutes.
- You can now toggle the "cancel style" feature off and on.
The overall intention of these changes is not to focus on any one particular melee class - it was to look at the system as a whole and make changes where appropriate that will help all of them. Of course some of these changes spill over to other classes as well, but the overall net result of the changes should be longer RvR combats which means that those with the most hit points and best defense (i.e. melee classes) will live longer and be much more productive.
When we first announced we were looking into these problems, we thought we could simply reduce RvR damage by 35%. That proved not to be good for the game overall, so we decided to make tweaks and changes to the overall system to produce the same results as a straight damage reduction, but make it more strategic and fit within the already established rules of the game.
NEW THINGS AND BUG FIXES
- We have removed the level-based "to-hit" modifier from RvR combat. This means that lower-level players will be able to hit higher-level targets much easier (albeit for a small amount of damage). This affects all damage in the game, including melee, bow, and spell damage. Please note that this change removes only the chance your character has "to hit" his opponent, and makes it possible for lower level players to enjoy RvR combat. This change was implemented on the PvP servers (Mordred and Andred) first, and has been very successfully and happily received there.
- We have changed the way we determine who is "in combat" with any RvR opponent and with monsters. The result of these changes is that parrying and shield blocking should happen much more often than before, and you should notice the "your target is currently in melee combat" message less often.
- The /cancelstyle command is in. This command enables you to turn off the ability to "cancel" or designate a backup combat style. Use this for situations where you simply want to do the same-no opening style over and over, such as when you are in a huge RvR melee. /cancelstyle is a toggle; use it once to turn off canceling styles, type it again to turn canceling styles back on.
- Players who are level 50 and realm rank 5 or above have had their unbuffed Armor Factor and DPS raised as if they were 51st level players. Thus, they clamp unbuffed at a DPS of 16.5 and an AF of 510.
- There was a bug that allowed characters in some situations to execute side positional combat styles while in front of their enemy. This has been fixed.
- Buying gear from a Darkness Falls merchant should no longer say "You just bought a nothing". It will now tell you what you just purchased.
- Health loss on zoning due to item and spell hit point buffs should no longer occur.
- Concentration points should be fully restored after your rez sickness is removed.
- There was a bug where 5th level spellcasters would not get their appropriate 5th level spells if they trained first at their base class trainer before joining their new guild. This has been fixed.
- Control and use of siege equipment while dead should no longer be possible.
- When you cast a strength buff and you are already encumbered, your movement speed should be correctly updated
- When you are killed by a pet, the game now prints the pet's controller as the killing entity.
- We fixed the cloth Armor Factor bug where you got incorrect Armor Factor information when delving a cloth armor piece. The effective AF for cloth is now correctly clamped at its 1/2 value (of corresponding other armors). There was a situation where lower-level casters who wore high-level armor resulted in them attaining more AF from the armor than they should have had. This has fixed, and casters will now correctly have to rely on buffs to reach their AF clamp. This change will not have any effect on casters who wear level-appropriate armor - the only players who will notice a change are those cloth-armor casters who are wearing "orange" armor and above. The difference in AF in orange armor is noticeable, but negligible. The difference in red or purple armor is more meaningful.
- When you hold a flaming staff and directly switch to another non-flaming staff, other players would see the non-flaming staff (now in your hands) as still flaming. This has been fixed.
- You no longer flinch, parry or evade while on horseback.
- When you move away from a VaultKeeper, your vault window should now correctly close automatically.
- The keyboard 1-8 keys to activate your quickbar should now correctly bring up a product recipe window when you hotkey a tradeskill.
- The /SETWHO command now correctly shows Legendary Master Crafter status (level 10).
- The craft order warning box (when joining a crafting order) no longer overwrites off of the edge of the box.
- Focus spells will now correctly cancel when their caster has another spell type cast on him. There was a bug in the game where casters of focus-type spells could get in a situation where their focus spell was continuing to have effect, but they could move around and cast other spells.
- Monster casted mesmerization spells will now correctly trigger the mesmerization immunity timers on players. This means that those monsters in all those encounter areas that you've been avoiding will no longer chain-mez you.
- There was a bug where all Bard spells (in the "music" spec) were using different damage types. Now all Bard Music spells are set to Body damage type. Resist yourselves accordingly.
- The realm ability Soldier's Barricade now has a much more noticeable impact when active (it wasn't being properly factored into defense before), and should properly affect the entire group instead of just the character using it.
- All "clerical" (i.e. Healer, Shaman, Druid, Bard, Warden, Friar, Paladin, Hunters, Rangers and Cleric) baseline armor factor buffs are now assessed "outside the cap". In situations where you were at your armor factor cap, and had one of these buffs on you, you would have gotten no additional armor factor, but now with this change, you will. There is currently a display problem where this additional armor factor is not being displayed, but it is being assessed.
- Low level ground-targeted area-effect spells should be able to hit higher level players now. There was a bug that was preventing low-level GTAOEs from hitting higher-level characters. They won't hit for much damage, but they will hit now.
- Cabalist Amber Simulacrum pets had no spell effect when casting its self constitution buff. This has been fixed.
- The Enchanter's Underhill Compatriot pet should no longer be perpetually casting its "self shield" spell.
RVR NOTES
As you can see from the world notes (below), we have taken some steps to make the Albion and Midgard frontier as attractive to RVR in as Emain Macha (in Hibernia). The initial steps taken in this version are to scale down the aggression and faction of monsters in Hadrian's Wall and Odin's Gate, as well as to remove some of the trees in Odin's Gate to improve sightlines. We will probably be taking additional steps in the future to balance these three zones as well.
You can now bind in one of your Realm's "portal out" keeps. This means that you won't have to take a horse from your bind point to the portal keep in order to get back into an RvR battle - since now you can bind at your portal keep, you only have to wait for the next porting ceremony.
Friendly frontier keeps and border keeps now have an NPC ally who will give you a free speed buff to aid you in getting to wherever you need to go (if you don't already have a speed buff from a friendly group member). You can find these allies in all friendly frontier keeps as well as border keeps.
RESPEC
Respeccing (the ability to change your character's skill specializations) is now in the game. The previously-announced ability to change one of your character's specializations at levels 20 and 40 has been implemented, as well as the special one-time ability for all current players of the game to fully respec their characters. Since the game has changed so much since release, it is only fair that those characters who already play the game be given the chance to fully respec so that they can take advantage of skills and abilities that were not implemented when they started playing (and speccing).
Here's how it works:
Full Respec
If you have a current character in Dark Age of Camelot, you may elect to do a full respec. This resets ALL of your character's specializations to zero (or that spec's minimum allowed for your class), and gives you the equivalent number of spec points back to you so you can retrain however you see fit. Please note that respeccing is a one-time thing, and is irrevocable. You cannot do a full respec again, so be sure you know how you want to spec your character before you do this.
NOTE: if your class has a "min spec level" on any specialization then you will be taken down to the minimum allowed when you do a /respec all based on your level. You cannot go under your class minimum (based on your level) for those specializations.
ALSO NOTE: Full respec only is available to current characters of the game, and is offered to them as a way to take advantage of the many game features that have been implemented since the game began (and presumably since their character was initially specced). Future characters will receive the normal "spec-line" respecs at levels 20 and 40, but not a full respec.
To do a full respec, go to your trainer, select him, and type "/respec ALL". You will only have a limited time to do a full respec: within two levels of when you first log into this version. So, if you are level 22, and you want to respec, you will have to do it before you attain 24th level.
In order to facilitate faster re-training, you can now select a specialization at your trainer and click the train button multiple times. Previously, you had to select the specialization you wanted to train in every time you trained in it. Now you can just select it once and click the "train" button multiple times.
Single-Skill Respec
From now on, when a character reaches the levels of 20 and 40, they will gain the ability to "de-train" a specialization by doing a single-spec respec.
To do a single-skill respec (when you reach level 20 or level 40), go to your trainer, select him, and type "/respec SKILL NAME". Please note that you cannot redo this - once you respec a skill, it is done.
Please note that you must perform a spec-line respec within the level that you gain the ability to do so: at level 20 or level 40. You will not be able to "hold" spec-line respecs forever; you must use them at those specific levels.
Also, please note that you gain this skill when you level from 19 to 20 and from 39 to 40. This means that an existing character who is level 20 will not gain the level 20 single-spec respec, but since everyone gets the full respec, that player could fully respec (and in fact must do so before attaining level 22 if they wish to respec at all before level 40).
Finally, you will not gain the single-skill respec if you are eligible to use a full respec and have not. So, if you are 19th level, you have a full respec available to you, and you advance to 20, you will not gain the single-skill respec because you still have the full respec available to you. Any changes you want to make to your character can be made through the full respec at that time.
Future Respecs
If we ever make a class-defining change in the future, we will offer single-spec respecs to those class/spec combinations that are affected by the change.
NEW ARCHER ABILITY - CAMOUFLAGE
A new ability for Archers has been added - that of Camouflage. The purpose of Camouflage is for the Archer to be able to move about unseen, but not be able to use it to engage in stealthed combat. We want archers to be able to perform their scouting duties, but not become the overpowering solo killers that they once were.
Camouflage is awarded to all Scouts, Hunters, and Rangers at level 30. You use it just like any other ability - first, you must be hidden (via your normal stealth icon). Then, drag the Camouflage icon to your quickbar and click on it to activate the ability. When you are Camouflaged, essentially you are invisible from the assassin See Hidden ability - however, you abide by all the rules of being stealthed normally; i.e. you have a greater chance of being visible to those that are higher level than yourself.
When you are a camouflaged, you abide by all the rules of stealth. You will move at your normal stealthed speed, and you will become visible if you engage in combat (take damage, attack someone, shoot someone with a bow, etc.). Please note that you can Camouflage any time ten minutes after your last attack. This makes Camouflage useful to scout around unseen, but it will not help you in combat, since you will not be able to use the skill for 10 minutes after you attack someone else.
LIGHT TANK CHANGES
Blademasters and Mercenaries have had two changes in this version (one which the Berserker also gets):
- at level 30, each receives a new ability called "Flurry", which is on a 2 minute timer. Flurry essentially gives the BM/Merc a "free" attack by doing instant damage on their Realm opponent. Please note that this ability will only work on Realm enemies (i.e. enemy guards and players), and will not work against normal monsters. Also, please note that there is no animation for this ability yet. The Flurry ability uses the skills Dual Wield (for Mercenaries) and Celtic Dual (for Blademasters) when determining damage.
- All Blademasters, Mercenaries, and Berserkers are now given a new ability called "Advanced Evade" at 35th level, which enables them to evade in a 360 degree radius around them. Normal evade evades only those enemies who attack from the front.
NEW ARMOR TABLES
We have changed the armor tables for the game. Armor tables are the game's mechanism for determining how vulnerable/resistant a specific damage type (i.e. slash, crush, etc.) against a particular armor. Previously, the armor tables worked in such a manner that it was advantageous for melee characters to specialize only in crushing/blunt/hammer weapons. Now, the armor tables are spread out more evenly, giving all armor advantages and disadvantages against every weapon type.
We've added specific armor tables for Norse Chain, Norse Leather, Norse Studded, and Hibernian Leather to spread out the damage options. This means that now every Realm has a specific set of damage tables.
SPELL NOTES
- In RvR only, area effect Mesmerization spells have been modified so that the duration effect of the mez spell is lessened the farther the player is from the center of the area of effect. The duration is 100% at the middle of the area, and it tails off to 50% duration at the edges. This does NOT change the way area effect spells work against monsters, only realm enemies (i.e. enemy players and enemy realm guards).
- All targeted spells should now properly print their damage type when Delved.
- Increased radius of Healer "Allay Area" line to 350, which is more consistent with the radii of analogous lines in the other realms.
- Fixed the Bard and Warden spec healing line's spell characteristics to match the Druid's as originally intended. This affected casting time and power cost.
- Lowered casting time on the Wizard "Summon Fire" and "Minor Combustion" single target direct damage lines to make them more consistent with the casting time of analogous lines in the other realms.
- Put the Wizard's Calefaction "Bolt of Lava" line on a separate recast timer from the Pyromancy "Minor Fire Streak" line.
- We've added a ranged AE mez to the Spiritmaster's Spirit Dimming list to give Midgard a ranged AOE mez option since they are currently lacking in AE mez:
21 Shroud of Gloom
31 Shroud of Shadow
40 Shroud of Pitch
50 Umbral Shroud
- Fixed the Warden pulsing bladeturn line (starting with "Nature's Guard") to be castable in combat as originally intended.
- Increased the run speed of Theurgist air and earth summons.
- Theurgist air pets have been tuned so that they stun a bit less in RvR, but retain a normal PvE stun rate. Previously, the high chance of the stun proc firing in RvR combined with a lack of a recast timer made the pet able to chain stun RvR targets.
"Cure Mez" Spells
We have taken an additional step to alleviate the effects of mesmerize - now there are "heal mez" spells in the game. In general, these spells have been given to those classes that cast the mez spells for their Realm. The class that gets the new "dispell" in each realm as part of their base line is generally the realm's primary mesmerizer: the Sorcerer, Healer, and Bard. The secondary mesmerizers in each realm will need to spec to get the dispell: Minstrel, Spiritmaster, and Mentalist. These spells should alleviate some of the problems with long term crowd control spells in RvR.
Sorcerer Mind Twisting
24 Clear Mind
Minstrel Instruments spec
27 Focusing Chant
Healer Pacification
23 Cleanse Mind
Spiritmaster Suppression spec
28 Spirit Purge
Bard Music
24 Clarifying Harmonies
Mentalist Mind Mastery (mind spec list)
28 Mental Purification
A NOTE ON BOLTS
A quick note of explanation about bolt spells. As every "robe" caster knows, bolt spells are intended to hit targets that are not in combat. They do much more damage than direct damage spells, but they are usable only in certain situations. A bug was fixed in 1.52C which changes how the game determines if a player or monster is "in combat" - now to be truly flagged as in combat, you must actively be attacking someone (or something) else. Previously, large numbers of players would be flagged as "in combat" when they were in fact not actively engaging someone. So, theoretically, that change made bolts easier to use in RvR, although they still will not be usable in all situations.
ART NOTES
- Two new models, the Tomte, and a beetle, have been added to the game. You should see them wandering about the world, ready to be beaten down.
DISPLAY ICON NOTES
The game's spell and skill icons have undergone a revision. This revision has taken its cues from player feedback and suggestions and should make using and identifying spells much easier and intuitive (as well as cut back on the repetition of spell icons in the game). Many of the symbols you are familiar with have not changed, but the colors of those icons have. The icon color is now the central determiner of what the spell does.
Icon color = Spell Type
The color of the icon is now the way to identify what KIND of spell it is. This is universal across all realms:
Red - Direct Damage, Bolt, Poison and Disease spells (basically, anything that deals damage)
Green - Buff / Enhancement spells
Blue - Heal spells
White - Debuff spells
Purple - stun spells
Yellow - Mez, Charm, Confusion and Amnesia spells
Orange - Root and Snare spells
Gold - Resurrection spells
If you've got a yellow icon on top of your UI, you'll know you've been mezzed, confused, etc.. If you've got a red icon above, you'll know you've been dealt damage of some type. If you see a green icon, you'll know you've been buffed, and so on and so on.
Border color = Spell Level. The color of the icons' border will give you a general idea of the level of the spell:
grey - low
green - low/mid
blue - mid
yellow - mid/high
purple - high
BASELINE BUFFS have a green background. This applys to all classes.
BASELINE HEALS cast by a Healing class have a blue background.
SPECLINE HEALS cast by a Healing class have a yellow background.
Icons
Icon shapes have been largely standardized. So now, if a spell affects your Armor Factor, you'll see the same icon every time (The AF symbol looks like a chestplate, for instance.)
In some cases you can have a baseline and a specline spell that essentially do the same thing. In that instance, every attempt has been made to make sure the icons are different. There has also been an effort made to keep as many legacy icons as possible to maintain variety. Mainly, the color's the thing.
Widgets
There are a series of widgets which identify aspects of the spell. These widgets will be the same color as the spell boarder. These sound confusing in text form, they make more sense when you see them.
Self - A circle drawn around the icon indicates a self-only spell.
Group - Small marks radiating to the four corners of the icon indicate a Group-only spell.
Debuff - In addition to being white, all debuff spells look like the icon has been cut out of a small circle.
Area Effect - A small series of concentric circles below the spell icon indicates an area effect spell
Ground Target Area Effect - two small wedges (anchoring it to the ground) beside the area effect symbol indicate a ground target area effect spell
Over Time - any spell which happens over time will be bracketed on the sides and have four small "tick" marks at the corners.
Area Effect Over Time - Combines the "Over Time" and "Area Effect" widgets.
Resist - A resist spell will have a shield drawn around it.
SOUND SYSTEM NOTES
- Dungeons and Cities now have random ambient sounds, and will no longer sound so empty.
- Footstep sounds have been tweaked a bit and should sound less intrusive.
WORLD NOTES
- Broadcast messages now work at all Frontier Keeps and Relic Keeps. This includes the three center Battleground Keeps.
- More guards have been hired inside Tir Na Nog and Jordheim, so now it should be easier to get directions in those areas.
Albion Trainers: Starting classes that are equipped with a training shield can now obtain another should they lose it. This operates similar to training weapons.
Hibernia Quests: It seems that Larylle in Ardee has been visited by a strange visitor. She will tell her story of it should you be willing to listen.
Hibernia Dungeon: Treibh Caillte: A runaway thrall was recently captured by a patrol near this lair. He spoke only of the "Dreaded One". A strong expeditionary force was sent to investigate. Although they slew everything in sight, they reported no "Dreaded One" in the lair.
Albion Horse Route: The route from Snowdonia Station to Caer Witrin should no longer take an unnecessary detour to Castle Sauvage.
Realm V. Realm - Battlegrounds: You will no longer take faction hits from monsters that are killed in the Battlegrounds.
Realm v. Realm - Border keeps: Bindstones have been placed in the main Portal Keeps (Castle Sauvage, Svasud Faste, and Drum Ligen) of each realm.
Realm v. Realm - Frontier Keeps: A new weapon has been granted to each of the keep lords in the struggle for realm dominance. Each frontier keep has now been outfitted with a new ally, a Hastener, who will grant a run speed buff to friends of the realm. Further, each border keep now has a Hastener ally as well.
Midgard Quests: Family Business - Piercer is back in "business" and will no longer try to give players kill tasks.
Albion: An expeditionary force of Trolls established a tower overlooking a key crossroads in Hadrian's. Lord Prydwen himself, aided by many knights of the realm threw these stone beasts down, and christened the tower in honor of one of the slain.
Hibernia: After years of battles near his keep, Chieftain Crauchon tasked several of his Guardians with securing the outlying tower nearby. Although the Guardians were slain in defense of the tower, their legacy remains, as the local fauna has been driven off, and the area now bears their name.
Midgard: A slightly more intelligent expeditionary force of Vikings established a forward tower overlooking the roads in Odin's Gate. They worked their magic there, and wisely retreated to the safety of Bledmeer Faste once the task was completed.
Realm V. Realm - Battlegrounds: The strength of each of the battleground keep doors has been adjusted downward (again) to be more appropriate for the battlegrounds.
Midgard: Two new camps of Frore Lich's have been added. One is in Odin's Gate and one is in Jamtlands.
Hibernia: Tidal Sheeries no longer give positive faction to themselves when you kill one. They now correctly give positive faction to the Koalinth.
Stonehenge Barrows: The advisors in Wizard Lichas' room have been adjusted to prevent abuse.
Monsters
We've added some additional challenging encounters to the follow zones:
For Midgard (Gotar, Mularn, East Svealand)
For Albion (Camelot Hills, Salisbury Plains)
For Hibernia (Lough Derg, Cliffs of Moher, Lough Gur, Shannon Estuary).
Albion Frontier: Scouts are sending reports back from Hadrian's Wall that the number of monsters in the area has decreased. This should make it easier for travelers to visit the outposts, however, be on the lookout for increased invader activity looking to take advantage of this development.
Monsters: We have continued to adjust and add styles to selected monsters throughout the realms.
Midgard Frontier: British woodcutters have invaded Odin's Gate and have started chopping down the forest. The improved visibility should mean more ferocious battles for those daring and courageous enough to venture through the land.
Hibernia Frontier: Reports have come in that more monsters have been seen roaming the Northeast area of Breifine.
Many of the ethereal monsters in the game have taken on a more transparent appearance. Included in this change are: Spectral essences, the echo of life, menacing presences, shivering presences, and many of the other spirits that haunt the Tomb of Mithra.
The Albion, Hibernian and Midgard waylayers in Hadrians Wall have banded together under new leadership. It is rumored that the constant assaults under the ongoing war have prompted this change.
Albion: Golestandt has been adjusted in an attempt to provide a fair, challenging fight.
Midgard: Gjalpinulva has been adjusted in an attempt to provide a fair, challenging fight.
Hibernia: Cuuldurach has been adjusted in an attempt to provide a fair, challenging fight.
A new force has united the disparate outcasts ravaging the forest in the frontier of Hibernia. The celtic brehons, nordic choppers, and albion woodcutters all have fallen under the influence of unknown powers, and now travel together as one group.
General: Selected monsters throughout the realms have been given the ability to use combat styles while in battle. We are just starting to integrate this into existing monster encounters to add to the variety and spice of melee combat. More will be added as this version progresses.
Midgard: The Wood-eater King and Royal Guards in Mularn should no longer roam into the guard tower and kill the guards.
Hibernia: There are no longer aggressive mobs roaming outside the entrance to Treibh Caillte.
- A few horse routes have been changed so you are dropped off closer to the stable master. They are:
Snowdonia Station to Caer Witrin
Gna Faste to Hugginfel
Adribard to Castle Sauvage
Caer Ulfwych to Cornwall
Tir na mBeo to Drum Ligen
- Paladin, Infiltrator and Armsmen trainers will now give a thrusting weapon choice when you join your guild.
Midgard: Tomte Runners are no longer set as Scouts in Nisse's Lair.
Hibernia: The Koalinth bouncer in Koalinth Caverns that kept walking through the wall after he finished his patrol has been fixed.
Mordred Specific World Notes
- There is now an alternate means to complete the Departed Fellowship Quest. Search the druid groves near Keltoi Fogou.
ITEM NOTES
Albion
- The Trident of Night should now be set at the appropriate level.
- The Blessed Pendant (Albion) now buffs the two-handed skill instead of chants.
- The Reinforced Truemail Helm (Hibernia) now has an energy resist in place of one of the two body resists that used to appear upon delving.
- The Avenging Knight's Cloak (Albion) now has a matter resist in place of one of the two body resists that used to appear upon delving.
- The Shepherd's Robe (Albion) should now be dyeable with the appropriate dye type, and it has also been changed to look like a leather robe instead of cloth.
- The "Vae Inimicus Jewel" can now be picked up.
- The "Cailiondar Battle Robe" can now be dyed.
- The "Veiled Bracer of Eyes" can no longer be held.
- The "Rancid Fur Cape" can now be dyed.
- The +chants increase on the "Holy Crushed Gauntlets" has been changed to +str.
- The +chants increase on the "Holy Crushed Breastplate" has been changed to +con.
- The "Ghastly Mendicant Gem" can now appropriately be equipped in the jewelry slot.
- The "Splendid Boots of Pilgrimage" can now be dyed by the appropriate dye.
- The "Manaweave Ring" can now be equipped appropriately.
- The Kraggon Sword now has the appropriate weight.
- One of the doubled body resists on the "Ghost Wolf Hide Cloak" has been changed to a spirit resist.
- "Shin bones" can no longer be equipped as a weapon.
Midgard
- The Forged Darksteel Spirit Staff (Midgard) now has a salvage value set.
- The "pristine white wolf pelt" that drops in the Midgard frontier can now be picked up by all realms.
- Throwing weapons in Midgard no longer display that they are useable in the left hand.
- The "Crafted Darksteel Composite Bow" now has a salvage value set.
- The following bounty quest items should no longer be stackable: Lost Pearl (Midgard), Glimmering Gem (Hibernia), Grovewood Bark (Hibernia), Terra Crab Claw (Midgard), Black Orm Gland (Midgard), Drakulv Scale (Midgard)
- The Forged Darksteel Runic Staff (Midgard) now has a salvage value set.
- The +pie stat on the Rod of the Soulshade (Midgard) should now correctly affect the player's piety when equipped.
- The following Midgard items now have a salvage value set: Reinforced Chitin Shield, Twilight Doombringer, Twilight Blade-stopper, Runic Ember, Frozen Soul-shatter, Fell Cat's Razor Tooth, Shadow Razer, Dark Frozen Eviscerator.
Hibernia
- Nightshades wishing to exchange their weaker Moonlit Leggings for a more useful pair of Leather Moonlit Leggings should speak to Blathnaid's assistant, Nona, in the Chamber of Stealth in Tir Na Nog. You may only exchange the item one time.
- The Mischievous Greenbriar set of armor should now have an appropriate 25% magical bonus instead of 15%.
- The Twisted Evil Ruby Scepter (Hibernia) is now appropriately class-restricted.
- Saeor's Rod of Balefire (Hibernia) should now correctly affect the intelligence stat.
- The duplicate body resist entry on the delve information for the "Horse Mane Bracelet" has been replaced by a spirit resist.
- The duplicate cold resist entry on the delve information for the "Truesilver Heater Shield" has been replaced by an energy resist.
- The "Caster's Missing Eye" can now be picked up.
- The following quest rewards in Hibernia will no longer be given out with charges: Twilight Vest, Fagan's Staff, Fagan's Gloves of Poison, Fagan's Helm of Honor, and Gloves of Black Death. Previously, these items appeared to have a charge attached but in fact did not.
- The following items in Hibernia should now have salvage values set: Infernal Flute, Bodb's Wailing Flute, Topaz Studded Shell Flute, Melodic Flute, Flawed Carved Flute, Carved Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Melodic Lute, Bodb's Wailing Lute, Flawed Embossed Lute, Embossed Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul, Cath Drum, Bodb's Wailing Drum, Flawed Etched Drum, Etched Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart
- The Enchanter Staff of Channeling (Hibernia) now appropriately buffs the enchantments focus instead of mentalism.
- The Moonlit Leggings (nightshade class quest armor) is now made of the 10th level leather instead of the original 8th level leather (now up to par with all the other class quest armors).
CRAFTING SYSTEM NOTES.
- The ability to craft crossbow bolts in Albion has been added.
- The ability to craft arrows/bolts that are additional blunt/piercing damage types has been added.
- Staves are now repaired by Fletchers instead of Weaponcrafters. There was a bug where Fletchers could make staves, but not repair them.
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Dark Age of Camelot
Version 1.53 Release Notes
September 25, 2002
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EXPERIENCE POINT PROGRESSION CHANGES
- After gathering a year's worth of data, and listening to Team Lead and player concerns, we are lessening the experience point curve between levels 40-45. Under the current system, from levels 1 to 40, the time-played per level slowly increases. At level 40, time played increases dramatically and remains the same (give or take) from 40 to 50. We had intended a smoother curve from levels 40 to 45 to "ramp up" to levels 45 to 50 (which we intended to take a long time). In order to compensate for this, we've reduced the number of monsters you will need to kill between levels 40-45 - you'll still get the same amount of experience points per kill, but you'll need to kill fewer monsters each level.
- The experience awarded for killing 35th to 40th level monsters has been increased. We had a "bump" in our awarded experience per level of kill at that range and we're smoothing out the curve by raising the experience awarded per kill.
- The experience awarded for completed quests has been increased by 10% across the board (more than 10% for levels 40-45, due to the "fewer monsters killed per level change").
GROUPING AND EXPERIENCE CHANGE
- We've relaxed the rules that govern the experience clamp that occurs when lower level characters group with higher level characters and the group fights monsters deemed unchallenging to the group's total strength. You should now be able to group with a wider range of players in the group without suffering an experience point penalty.
MELEE CLASS UPDATE
In order to make everyday life in RvR more fun and compelling for primary melee characters, we've made some updates to the Realm Ability system, as well as added a new "free" ability to some melee classes. These changes and updates are focused on the RvR capabilities of these classes, hence the use of the Realm Ability system to implement the changes.
The intent of the changes is to make primary melee classes (i.e. those melee classes that do not have spells) able to close with their enemies better, and to be able to have the chance of preventing their enemies from escaping once they have closed with them.
The following changes to realm abilities for Armsmen, Mercenaries, Heroes, Blademasters, Warriors and Berserkers have been made:
- Reduced cost of the Realm Ability Ignore Pain to 8 points.
- Reduced cost of the Realm Ability Determination to 1/2/3/6/10 points.
- Reduced cost of the Realm Ability Purge for these classes to 4 points.
- Added new passive Realm Ability "Prevent Flight" When active, if the tank's selected target turns and runs, the tank has a 35% chance of hitting and proccing a 50% snare for 10 seconds. Cost: 14 points.
All of these primary melee tanks will be able to respec their Realm abilities to take advantage of these changes.
Additionally, we've added a new (level-based) ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only, at 40th level. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes.
PALADIN UPDATES
We are making the following updates to Paladins to make them more desirable in RvR, and to generally make them slightly more effective at upgrading their group's overall power and effectiveness.
- All Paladin chants have had their range increased to 1500 (their regeneration chant was at 700).
- The Paladin self armor-factor chant now stacks with other armor factor buffs.
- A new line of endurance regeneration chants have been added to the Paladin. These new chants consume power.
- A new line of stackable resistance buffs have been added to the Paladin. These new chants stack with the resistance buffs of other classes and consume power.
The new spells (all take power at every pulse):
- Endurance Regeneration line
2 Chant of Endurance
12 Chant of Stamina
22 Chant of Persistence
32 Chant of Resilience
42 Chant of Perseverance
- Resistance to Heat/Cold/Matter, stacks with single element buffs:
27 Elemental Ward
46 Elemental Shield
- Resistance to Body/Spirit/Energy, stacks with single element buffs:
25 Soul Ward
44 Soul Shield
NEW THINGS AND BUG FIXES
- Found and fixed a bug that was causing players to not evade, parry and block in RvR at the same rate that they were parrying/blocking/evading against monsters. All characters who evade, block, and/or parry should now see themselves parrying/blocking/evading much more often in RvR.
- We've substantially updated the in-game (F1) help system.
- Realm Abilities now have their correct icons.
- We finally fixed the long-standing print bug with the display of cloth armor's Armor Factor. You'll see the number go up or down by 1-3 points (depending on your level) because now the correct Armor Factor is being printed. We made this fix now to lessen the confusion over cloth armors now that spellcraft/alchemy are enabled.
- Several "fall-through" problems in various dungeons fixed.
- You can now highlight an item in a store and click "buy" multiple times to buy multiple items.
- The middle button can once again be configured in the keyboard configuration.
- Gold should now update correctly when trading to another player. Start a trade, then change the amount of money in your trade window. It should correctly update to the other player.
- "making change" in the trade window should work correctly. Try to trade a single gold to another player. Then try to "pull back" 20 or so silver. You should no longer see 1G -20S on the screen - it should make correct change.
- All held equipment (weapons, shields, helms, etc) should now be "lodded" (removed) from the figure at a distance of 2500 units. Note that at this distance the player is approximately 22 pixels tall. This should help frame rate.
- When you delve your weapons, the correct base and clamped DPS are printed - they were reversed.
- When you right click on an item in the incoming trade window, it now correctly shows the bonus field.
- When a player had a combat style selected on his mouse and an Accept/Decline dialog appeared, the dialog would not work correctly. This has been fixed.
- /FOLLOW, /STICK and /FACE have been added to the command repeat (shift-up) queue.
- /follow, /stick, and /face can now be bound to a keyboard key in the keyboard set up screen.
- /REPORT commands and /APPEAL have been removed from the command repeat (shift-up) queue.
- a new slash command; "/scrollchat" has been added. This toggles the Chat Buffer scrolling. If it is toggled on, messages in your visible chat buffer will disappear after 90 seconds - but you'll still be able to view old messages by scrolling back in the chat buffer.
- Using a charge on a magic item now correctly brings a stealthed player out of hiding.
- You can no longer interact with shopkeepers who are away from their home (spawn) location.
- Realm Guards now drop cash when killed.
- The "Last Attacker" key in the keyboard configuration has been re-enabled.
- When you respec skills, you will now be displayed a dialog box that cautions you about the severity of what you are about to do, and forces you to click an accept/decline button.
- Any time you zone, you have a 30 second PVP invulnerability much like the PVP servers. Note that on standard servers, you will not get a message when your timer expires since it only affects you in rare cases (like the new PVP dungeons).
- Gray items now take 1/2 the time to craft for all Crafters.
- In order to prevent server spamming, you can now only /UPGRADE a keep once per 10 minutes.
- You should now be able to pick up the loot dropped by the Glacier Giant in the Midgard Frontier.
- Endurance Heal bounty potions will now properly update your endurance bar - it was working before, but was not updated properly on the interface.
- The recipe display bug - where more than 3 components in a recipe can now be displayed - has been fixed.
- Charged items with PBAE spells now work correctly - previously they required that the caster be self-targeted.
- The infamous "missing line" scroll bug on the tradeskill recipe window has been fixed - when you scroll down pages there was an item that was 'between' them that you could never see.
- The scroll page reset bug has been fixed - before, if you were scrolled down and crafted an item that increased your skill, the next time you clicked on the tradeskill window to open/close an item it would jump back to the first page.
SPELL SYSTEM CHANGES
- The damage of Thane Toothgrinder line spells has been increased.
- The recast timers on Thane Thor's Minor Bolt and Thunder Shout lines have been decreased from 30 to 20 seconds - you can now cast them more often.
- Shaman "Fungal" bolt spells and "Fungal" direct damage lines now have separate timers so they can be cast independently of each other.
- Added a new endurance regen buff to the Shaman Augmentation spec:
2 Minor Earth Invigoration (single target)
12 Lesser Earth Invigoration (single target)
22 Earth Invigoration (single target)
32 Greater Earth Invigoration (group target)
42 Superior Earth Invigoration (group target)
Please note that the two highest spells in the new Shaman Earth Invigoration line are in a separate line. You will keep Earth Invigoration for buffing realm allies not in your group.
- Fixed bug with damages on Spiritmaster Spirit's Revenge line - it has been increased to be on par with the damage of other casters.
- Fixed cast times and damage/costs on Bard Major Resurgence and Tones of Health lines. There was a problem where some Bard spells took too much power to cast and/or were not effective enough.
- Druid pets have been changed so that the trees do crushing damage, the cats do thrust damage, and the wolves do slashing damage. Previously, all pets did slashing damage - this gives them some variety.
- Snare should no longer work backwards - previously, it snared your target a little at the beginning of the effect, then ramped up to 100%. Now it correctly snares for full effect at the beginning of the spell, and slowly wears off.
- The icon for Paladin chants are now displayed in the concentration window, and can be canceled from there. The text reads "Pulse: " for the chant.
- Haste on pets should now work.
- Spiritmasters can now learn the realm ability "Wild Power".
- Fixed some errors in the Healer healing spells. Several had higher costs than intended; these have been reduced in cost.
- All Healer Pacification Spec-line root spells were erroneously set to be "chain-castable". This has been fixed.
REALM ABILITY SYSTEM UPDATE
- Added Wild Power to Cabalist realm ability list.
- Armor of Faith is now properly set to be 1 level for 10 points, which provides +150 AF for 60 seconds.
- Added Ethereal Bond to Minstrels.
- Changed description of First Aid to the following: "Self heal that heals a set amount of hit points per level gained in the ability. This value increases with the character's level. At level 50, it heals approximately 300 hitpoints per level. It cannot be used in combat."
WORLD NOTES
New Dungeons
Adventurers in all three realms are complaining of increased sightings of undead in their frontiers. There has been word that a new group has risen to power whose only interest is the complete and total domination of the three realms. By using their powerful magic, they have managed to carve a maze of dungeons beneath the frontier allowing them to enter and leave each realm's frontier at will. They have also amassed an army of undead big enough to wage a three-front war.
- We have found an entrance to Marfach Caverns in the Hibernian frontier of Breifine.
- In the Jamtland Mountains of the Midgard frontier, we have located the entrance to Gruva av Dod.
- The entrance to the Hall of the Corrupt has been located in the Pennine Mountains of Albion.
Item note: Common monsters in the RvR dungeons have been itemized with magic item drops under the new "Uniquely Generated Object" system explained in further detail below.
General Notes
- When your guild owns an outpost and a guard is slain at your outpost, you now receive a print via guildchat channel.
Midgard
Midgard: Huginfell no longer has two /broadcast regions - the number has been reduced to one.
Hibernia
- TirNaNog - the Chamber of Nature has been adjusted in size.
- TirNaNog - Cullin's Inn in Tir Na Nog has been named - The Green Rose Pub area has been increased to catch all of the patrons. Many of the merchants and NPC's in Tir Na Nog now have a richer backstory.
- Bri Leith - Fagan has ordered his forces to scout and report back on the activities in the Cursed Forest. To support this mission, a new town with a bindstone, Brynach, has been established in the valley of Bri Leith.
- The bindable areas in Tir Na mBeo and Ardagh have received bindstones.
- When taking a horse from Innis or Connla to Culraid the horse will no longer run through a tree.
- A smith, a poison merchant, a healer, and an arrow merchant have set up shop outside Culraid.
- Harpers now have lutes instead of drums.
- The Evern encounter in Breifine has been modified to be of like difficulty to that of the Glacier Giant.
Albion
Monsters: Albion : The Green Knight encounter has been modified to be of like difficulty to that of the Glacier Giant.
Albion Monsters: The pygmy goblins have been given additional intelligence and abilities, and adjusted in strength.
Quests: General
- Additional story-based kill tasks have been introduced in all three realms, targetting players level 41 and higher.
- Fixed many mispellings and incorrect directions in the quest journal. Thanks for reporting these!
Quests- General: A small number of "bounty" quest objects have had their "no sell" flags removed, so that even after you've completed the quests the maximum number of times the drops can be sold to a merchant. These items include Fell, Dangerous, and Malefic teeth, and soul gems, sett pelts and white pelts. Be careful that you don't sell them before you've maxed the quest out, as they won't be reimbursed to you.
Albion Quests
- A Deed of Old - Boneclaw Ring of Morra has had its level increased from 5 to 8.
- Lady Nimue's spell effects were getting in the way of players turning in objects to her. This effect has been fixed and she should now accept any items passed to her
- Secret Orders: The Arawn Commander will now only appear for players on the correct step of this quest.
- Legend of the Lake: We have made some changes to the 15th level portion of this quest in an attempt to bring it up to the level of other quests within the realm. The main change is the addition of two sub-quests to complement the existing "Barbaric Tales" and "Wizard Lost". Players who encounter this step of the quest will be given the option to perform two of the possible four sub-quests. Please note that these changes will not affect players that have already performed this section of the quest.
- The material type on Bernor's Numinous Robes has been upgraded to be in line with the rest of the epic armors. Wizards may notice their current robes appear to have lost a few levels. To exchange your current robe for the new one, please see Gardowen Egesa in Camelot. This exchange can only be made one time.
- A merchant by the name of Grindan Halig at Caer Ulfwych, is looking for a brave soul to descend into the Catacombs of Cardova and search for something.
- Willing Sacrifice - The Church has become deeply concerned about the presence of the followers of the Cult of Mithra in their midst, and how they might influence faithful Church members. Brother Codeth from the Church has been assigned to find adventurers willing to rid the realm of this evil.
Midgard Quests
- Asdis in Upplands is no longer charmable.
- It has been rumored that Gothi of the Juton possesses the power to reveal the object of one's dreams. You would be wise to seek him out and discover what power lies in your future.
- Tomte of Doom - Yandu, a well-known adventurer and explorer has new information about the Tomte Lair that she might be willing to share.
- Spiritmaster Trainers will now give out the level 7 quest as intended.
- Many of the merchants and NPCs in Jordheim now have a richer backstory.
Hibernia Quests:
- Straw's in Town - There should no longer be problems with players being unable to hit the elusive spraggon, Straw.
- Kinney of Connla has shown great concern over a mysterious man that frequents the town. It is said she seeks adventurers to assist her in this matter.
- Rest In Peace - The curse of the Muire family is almost complete. Gogarty Muire is the last surviving Muire and though he clings to the final shreds of sanity, it's only a matter of time before he too succumbs to madness and death.
- Lost Townsfolk of Bran Llyr - Clodagh and Enan will now respond correctly and transport players on the quest.
- Merle the Old will no longer strike back at unfortunate Hibernians that accidentally attack him.
- Search for the Missing Smith - The reward for this quest, Otherworldly Ring, has been improved to make it an appropriate level reward for this quest. If you already have this item it will automatically upgrade.
- Aid for Alainn Bin - Players that have completed this quest may choose to return to Rois in the Bog of Cullen to exchange their staff. The new staves are level 50, they have charges instead of procs, and they give a single higher spell focus instead of two lesser ones.
Realm v. Realm: Battlegrounds
- The Battleground keep lords now have similar abilities to the regular frontier lords.
- The few rare, remaining monsters that dropped loot in the Battlegrounds have been removed.
- The central keep guards in Dun Murdaigean, Thidranki Faste and Caer Caledon should no longer chase players to their portal keeps.
- Battlegrounds (ALL): We have added a new NPC type called a Siege Master. These Siege Masters can be found at your realm's portal keep within the Battlegrounds. The primary purpose of these Siege Masters is to provide a method for players to gain experience in the use of siege weaponry in these RvR training grounds. Please visit this new NPC within your Battleground in order to gain more insight. Tokens sold from the Siege Masters will now reflect if you can use siege weapons at all. If you cannot use the weapon and attempt to buy one of these tokens, you will be warned. We have also added a general description of what each weapon can do to the Siege Master's introduction. Finally, the Siege Master can now also provide you with twenty units of ammo for your selected siege weapon.
Realm v. Realm: Frontier Keeps
- The Keep Lords have acquired new abilities and longer range bows to counter some of the more exploitive tactics used against them.
- Kirawyr is once again serving Albion in Nottmoor Faste.
- Several NPC archers at Bledmeer Faste, Dun Da Behn, Arvakr Faste, and Dun Ailinne have been moved to make them easier to target from outside the keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Hasteners will now buff all friendly player and npcs in range of the player activating the Hastener. This includes pets.
Dungeons: Hibernia
- Koalinth Caverns - The rare, existing, monsters of Koalinth Caverns have been capitalized appropriately.
- Treibh Caillte - Several rocky golems who insisted on facing the wall while fighting have been adjusted. The thralls have received new orders to attack and kill all on sight, and are consistently attacking all they see.
- Additionally, the constant traffic from Culraid to Treibh Caillte has forced the roaming monsters along this route to seek new homes.
- Muire Tomb - some of the murkmen hiding inside of the columns have been adjusted. The weak spiders who had wandered down to Frang's room have retreated to the entrance halls after Frang began baking spider crunchies on a daily basis.
- The untargettable Muire Hero in Connaire's room has been moved out of the wall.
- Spraggon Den - the untargettable spraggon cutter in the entrance room has been moved out of the wall.
Dungeons: Albion
- Tomb of Mithra - Acolyte Nascita has grown in strength and power.
- Tepok's mine - The cave fishers, fisher hatchlings, and cave bear cubs all have grown fat, lazy and non-aggressive after years of feasting on hapless wounded players.
- Catacombs of Cardova - New, faster, less damaging spears have been issued to the infantry. Sorcerors scouting the dungeon happily report that some moor boogeys appear to have wandered inside and set up a nest.
Dungeons: Midgard
- Cursed Tomb - The aggressive monsters at the entrance to Cursed Tomb have found new homes - scouts returning from the dungeon report that fewer wanderers appear to inhabit the dungeon.
- Spindelhalla - the untargettable cave trow trollkarls in the Pit area have moved into the interior of the room.
- Nisse's Lair: The tomte caitiff and tomte seer now command fewer allies.
Monsters: Albion
- Tales abound that the Green Knight has returned to Forest Sauvage. Should you encounter this knight, caution would be best. He cannot be happy with all that has happened during his absence.
Monsters: Midgard
- The soul sinkers in Myrkwood Forest will no longer chain cast their DOT.
- The Briton Woodcutters who had invaded Odin's Gate seem to have left as quickly as they came.
- A hoard of glacier fairies has descended upon the Glacier Giant within Odin's Gate. These pests have done nothing but infuriate him. Expect the giant to be ever more unpleasant than before.
Monsters: Hibernia
- Cliffs of Moher - Coimirceoir once again resides with the Vehement Guardians. Their numbers have been reduced slightly.
- Grovewoods are no longer quite so adept at self-heals and have an increased chance to drop their quest related item.
- Ire wolves no longer drop badger parts and have an increased chance to drop their quest related item.
- The wraith Evern within Breifine has discovered the key to a powerful ritual! She now has the ability to summon fairies to do her bidding. Those who anger her must be ready for a prolonged battle.
Item Notes
- The Kraggon Cloak (Albion) now buffs cold and body resist, instead of body resist twice.
- The "elementalist" requirement on the Ebony Staff (Albion) has been changed to "cabalist."
- The "studded warhound collar" should now have an icon.
- The "carrion drake talon" is no longer stackable, as it is meant to be a weapon.
- The spelling of "forgotten silk cloth" was corrected.
- The Softened Bark Frock (Albion) should now be dyable.
- The Plate of Eternal Midnight (Albion) now buffs spirit and body resist, instead of body resist twice.
- Several more common loot drops in Spindelhalla are now stackable.
- The Gauntlets of Celerity (Albion) should have the correct icon in a player's inventory.
- The Resplendent Ring (Albion) now has an energy resist instead of two body resists.
- Players should now be able to sell player-crafted lutes to NPC merchants.
- The Vaporous Crown (Midgard) now buffs piety rather than intelligence.
- The Mischievous Bracer (Hibernia) now buffs cold and spirit resist instead of spirit twice.
- The Bone Necklace (Albion) should have the appropriate icon.
- The Huntman's Cloak (Midgard) can now hold an emblem.
- The Putrefied Robes (Albion) can now be dyed with leather dye and should have the appropriate leather robe look.
- The Jeweled Rigid Leggings (Hibernia) now buffs body, energy, and spirit resist.
- The frontier zones are itemized with common loot.
- Many of the new monsters introduced in Treibh Caillte in 1.52 have new item drops.
- The following Albion instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments):
Ellyll Drum, Fine Asterite Drum, Drum of Fading Valor, Accursed Avernal Drum, Avernal Malison Drum, Ellyll Flute, Fine Asterite Flute, Flute of Dementia, Accursed Avernal Flute, Avernal Malison Flute, Polished Granite Flute, Ellyll Lute, Fine Asterite Lute, Lute of Haunting Melody, Accursed Avernal Lute, Avernal Malison Lute, Polished Granite Lute.
- The following Hibernian instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments):
Bodb's Wailing Drum, Glimmerstrike Drum, Accursed Demon Drum, Infernal Malison Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart, Bodb's Wailing Flute, Topaz Studded Shell Flute, Warshade Flute, Accursed Demon Flute, Infernal Malison Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Bodb's Wailing Lute, Cursed Lute, Deathwatcher Lute, Accursed Demon Lute, Infernal Malison Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul.
- The Silvered Staff (Hibernia) should salvage for the correct material.
- More of the common loot drops in Coruscating Mines, Cursed Tomb, and the Vendo Caverns should now be stackable.
- Players should now be able to salvage cloth items.
- Player-crafted trinkets are now stackable up to 10.
- The Accursed Avernal Staff of Fire (Albion) is now appropriately class-restricted.
- The range on the Runic Throwing Axes and Tomte Throwing Axes (Midgard) has been increased to current throwing axe standards. These axes, along with the Infernal throwing Axes, have also had berserker added to the class restrictions.
- Arrows, bolts, poisons and thrown weapons can now stack to 100.
- Arrows, bolts, and thrown weapons are lighter.
- The base stack size for poisons is now 20 instead of 10. The cost per stack remained the same, this results in an overall reduction in poison cost.
- The "polished bone" (quest item) should no longer stack.
- Wolf Hide Leggings (Albion) should now be dyable.
- Players should now be able to pick up the Insidious Golden Band.
- Bounty potions are now usable in combat.
- In the Hibernia Darkness Falls stores, there were mistakenly two hauberks with the same name, the Avernal Hauberk. To alleviate confusion, the Avernal Hauberk which could be purchased with diamond seals is now called the Abysmal Hauberk, while the one that could be purchased with emerald seals remains the same.
- The following items have had the +pac stat increase changed to a more useful stat increase: Jewel of Vanera Swamp, Retainers Signet Ring, Corrupt Fiend-forged Helm, Corrupt Fiend-forged Hauberk, Corrupt Daemon-crafted Helm, Corrupted Daemon-crafted Hauberk, Corrupt Abyssal Helm, Golden Alloy Hammer, Eir Blessed Pendant, Soulbound Necklace, Wolftooth Hauberk, Healer's Touch Necklace, Ancient Dragon Etched Coif, Valhalla Touched Gloves. Because of this change, please note the Bracer of Pacification is now known as the Bracer of Mending.
- The following items have had the +beastcraft stat increase changed to a more useful stat increase: Beastfriend's Bracer, Shrunken Bear Skull.
- Blessed Tyr Gloves (Mid) can now be dyed with the appropriate dye type.
- Gauntlets of Celerity (Alb) can now by dyed with the appropriate dye type.
- The Collector Carapace is now spelled correctly and no longer stacks.
- The common mobs have in the RvR dungeons have been itemized with magic item drops.
- The Arcing Bludgeoner (Alb) should now be restricted to mercenaries only.
- The Rod of Souls (Alb) should now actually increase intelligence properly.
- The Petrified Bardic Wonder (Hibernia) now has a salvage value set.
- The Darkened Battle Shield (Hibernia) now has a salvage value set.
- The Dispositional Cloak (Midgard) can no longer be held.
- The Malefic Studded Helm (Midgard) now buffs piety and dexterity, instead of piety and empathy.
- The Ring of Arawn (Albion) that was previously a level 14 drop is now a level 40 drop. The stats on the item will remain the same.
- Shadowbinder's Mantle will now show its level correctly.
PvP-Server Specific Notes
- Material types 9 and 10 for all realms are now available at all 3 merchant keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Many of the PvP server quests are now available to players of all three realms - particularly the bounty and one time drop quests.
NEW OBJECT CREATION SYSTEM:
With the introduction of the new RvR dungeons, we are also unveiling a new system for treasure drops. This system is a change from the existing treasure drops that you have become accustomed to.
This system allows us to vary the power of similar items that drop from one monster. As such, each "Unique Object" that you recieve as treasure is different from those that have dropped before, and those that will drop in the future. Items can vary in quality, magic bonus, stat bonusses, skill bonusses, resist bonuses, etc. etc. Each object that drops under this new system will delve as a "Unique Object" to reflect the rarity of this particular combination of bonusses and quality. Please note that the name of these new items reflects the bonusses that are on the object.
Similar objects will have the same name, however the properties will be different - remember that delving will reveal the properties of the object.
To summarize:
1) Objects created under this system will have varying properties attached to them.
2) Some objects with different properties will have the same name.
3) Every object created under this system has "Unique object" listed when it is delved.
4) Players will have to delve every object to determine the value to the player.
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Dark Age of Camelot
Version 1.54 Release Notes
November 11, 2002
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Welcome to Dark Age of Camelot version 1.54, a major addition to the game. In this version are several complete new game systems - Spellcraft/Alchemy and Dueling - as well as many smaller tweaks and additions that have been requested by the Camelot community - 10 hotbars of 10 keys each, color coding of names, macros in chat text. Additionally, we've made some substantial updates to the frontier outpost RvR system and many updates to siege warfare to make it easier and more advantageous to use.
SPELLCRAFT AND ALCHEMY
Spellcraft and Alchemy make their debut in Dark Age of Camelot with this update, which are the two crafting skills that allow player crafters to imbue weapons and armor with magical properties. This is an extensive system that has many options and associated skills. For full documentation of the Spellcraft and Alchemy, go to the Camelot Herald at www.camelotherald.com/documentation/spellcraft/. You'll find all the information you need to get started there.
General Overview of Spellcraft/Alchemy
Spellcraft and Alchemy work exactly like the other tradeskills as far as their recipes, and the objects they create go. Once you have the object, you "combine" them, via the trade window to an object.
For example, Player A takes their Sword they want to have strength added to it to a Spellcrafter. They place it in a trade window with the Spellcrafter. The Spellcrafter places a strength Gem in the sword's gem socket and clicks the "combine" button. Satisfied (both players will get text information on the combine, how many points it took, etc), Player A places some money in the trade window and hits accept. The Spellcrafter then hits accept, the combine happens. Viola! Player A has a sword with a strength bonus, and the Spellcrafter has the satisfaction of making another magic item.
The "forge" object for Spellcraft and Alchemy is the new Alchemy table that you will see placed in various parts of the home cities. You will find the merchants needed for these two crafts close by.
The tools that you will need for various recipes are the Spellcraft Kit, Alchemy Kit, and Mortar and Pestle. The kits are always needed for their specific trade, the Mortar and Pestle is needed for making any of the poisons.
You may need to scroll sideways in the Spellcraft/Alchemy Merchants to find the items that you need (using the new multiple store indexes per merchant feature).
Names of Guild Masters:
Albion
Spellcraft Guild Master: Clayton Gage
Alchemy Guild Master: Adelaide Dinsmore
Midgard
Spellcraft Guild Master: Hradi Thorleif
Alchemy Guild Master: Armod Dag
Hibernia
Spellcraft Guild Master: Shannen
Alchemy Guild Master: Aslander
Trade Skill Reset
In order to "wipe" your trade skills so that your character can learn Spellcraft/Alchemy if they already belong to another trade Order, we've put in a special quest in each Realm that will guide your character through the process. Please note that you can only go on this quest ONCE, and you can only do it to switch from whatever tradeskill you currently know to Spellcraft or Alchemy - NOT to any other tradeskill.
We've placed an NPC in each of the capital cities of each realm in the general vicinity of the name registrar. Each of these NPC's will instruct you as to the process of changing your order. Please note that once you have established yourself within the new order, you cannot change back. All of these changes are final!
Change Trade Order NPCs:
Albion - Edie Wharton
Hibernia - Fabrice
Midgard - Gudmund
RVR/FRONTIER KEEP CHANGES
We've made a few changes to make taking and holding frontier keeps much more attractive. The changes are designed to make it slightly easier to defend keeps, as well as give you more reason to control them. We will be making more enhancements to this system over time.
- Now, when a guild claims an outpost, all guards from that outpost raise one level. Additionally, as the keep is upgraded - one level is added to every guard for every upgrade level on the keep. Note that the named guards at the relic keeps are "from" these outposts and enjoy the same upgrades.
- Heal spells now receive a bonus from the power relic - finally healing classes will benefit by their Realm controlling power relics.
- Now, when the outer door of a keep is destroyed, all scouts from the outpost still alive will converge on the keep door to attempt repel all attackers.
- Players now receive an exp bonus when fighting within 16,000 units of a keep controlled by your realm or your guild. You get 20% bonus if your guild owns the keep or a 10% bonus if your realm owns the keep.
NEW 10 ICON/10 BANK TOOLBAR
- With great ado, we now support 10 hotbars with 10 icons each.
- There has also been a new slash command added, /qbar which allows you to pick a quickbar with a slash command. Example: /qbar 2 switches to your second quickbar, the same as pressing Shift-2. This change allows you to assign /macro commands that will select between different quickbars. The current quickbar page will now persist across zoning and quitting.
NEW MONSTER/PLAYER NAME COLOR SYSTEM
We now support an alternative scheme to display the names over all in-game models (player, monster, and enemy player). There is a new slash command: "/colornames" that enables the new name coloring scheme:
Monsters: Names are colored by con color
NPCs: Cyan
Realm Enemies: Red
Guild Members: Dark Green
Group Members: light orange/brown
Players: Normal Color (light blue)
Graves/Dead People: Brown
Selected Target: White
Note that when you turn this on, selected target is no longer yellow, it is white. Yellow names are yellow-con level monsters.
To restore the game to the old system, type "/oldnamecolors", which restores the original name coloring. Your name coloring preference will persist across zoning and quitting.
NEW NAME TOGGLING SYSTEM
There is another new slash command used to hide player, monster, and grave names. The command is as follows:
/hidenames players | monsters | self | graves | all
/shownames players | monsters | self | graves | all
players - any normal player characters
monsters - any NPCs, any monsters, any pets
graves - gravestone names
self - your own name
all - all names
Shift-N effectively acts like a toggle between "/hidenames all" and "/shownames all".
Example:
/hidenames self graves
Will hide your name and any grave names, but show monster names and other player names. Name filtering (including Shift-N) will persist across zoning and quitting.
Please note that when you hide names (using Shift-N or the new /hidenames slash command), they are no longer clickable. Previously, if you hid them they could still be targeted, leading to some problems of selecting yourself when you were trying to select another player.
SIEGE WEAPON FIXES
- You should now always get the siege weapon control window when you assume control of any siege weapon. There was a bug that prevented the window from correctly being displayed.
- The control radius of a siege weapon has been reduced from 512 to 300. When you go out of the radius, the control window now disappears
- You can now salvage up to 5 stacks of 200 items each if necessary. This should fix salvaging large amounts of wood from siege equipment.
- Timers on the control window for siege equipment will now correctly reflect the real timers.
- Catapult and Ballista minimum ranges are now 1500 across the board.
- The range of all rams has been doubled.
- The siege ram, palintone and trebuchet should all salvage for the correct type of wood.
- Hibernian siege merchants no longer sell siege parts that can not be used for Hibernia.
- If you dropped a piece of siege ammo on the siege window, the ammo would disappear and you would not be able to click on your backpack until you logged. This is fixed.
- You can now load multiple ammo into a siege equipment and select and fire them individually. Keep in mind that you now have to specifically select a piece of ammo in the siege equipment window and LOAD it - the first item is no longer "auto-loaded".
- Fixed some the updating of the siege window to accurately reflect the state of the equipment (armed, loaded, aimed, ready) in its title.
- Added more messages when firing siege equipment to give better feedback on when timers have expired.
- If you are controlling a piece of siege equipment and you close your siege window, you can type /CONTROL to show the window again (you don't have to release and re-control the siege equipment).
NEW DUELING SYSTEM
By popular request, there is now a way to fight characters from your own realm - a dueling system, where both parties agree to fight.
To start the duel, select the character you want to fight and type, "/duel challenge". The character responds with "/duel accept" to accept the challenge and fight you. They can also type "/duel decline" to reject the challenge. Once the fight starts, either combatant can type "/duel surrender" to surrender the fight.
All duels are to the death. No constitution or experience is lost on a dueling death. A message is printed to all nearby on victory or surrender notifying bystanders of the outcome of the duel.
Please note the following:
- damage is not "remembered" for the purposes of PVP vs PVE death.
- if either opponent is hit by a monster or a realm opponent, the duel is auto-terminated
- you cannot initiate or accept a duel if you are not at 100% hits or have your combat timer set
- After a duel, if you are low on hits and are killed by a monster or enemy player, you take a "real" PvE death. Be careful where you duel.
- Dueling will cancel when one player quits, zones, or is teleported.
- When a duel ends, all spell effects cast by the duel target on either player are wiped (positive and negative effects).
- After being killed in a duel, you will autorelease to your exact same position in 10 seconds.
- Please note that using some Realm Abilities will drop you out of a duel.
DARKNESS FALLS OBJECT SALVAGE CHANGE
Many objects in the Darkness Falls dungeon were set to have a salvage value far too high relative to their worth (in gold). In order to keep the game's economy in balance, we've had to adjust the salvage values of some items found on Darkness Falls vendors. Now, all objects purchased from vendors in Darkness Falls have a consistent salvage value based on the seal cost of that object. This means that for those items that were adjusted you will get less salvageable material than you previously did.
Note: we did not adjust the actual seal cost of any item, only the salvage settings on the items.
Note: this change is retroactive, so clear your vaults if you were storing any of these items for later salvage.
NEW THINGS AND BUG FIXES
- The Recovery combat style in the Hibernian Blunt list is now named Windfall, and its opening is the previous style Impact. It also now does a moderate attack speed debuff instead of a stun.
- Added new interface for Self Crafting of items. When you quickview an item (in the lower right summary window) - you can currently hit SHIFT-I to delve the item. We've added a new key (default is SHIFT-R) to "craft" an item directly from the player's backpack. A small mini-craft window appears when you press this key with three options: Repair, Salvage and Craft. Please note that for the next day or two, the "craft" option will not work. Also, when you repair, it will repair the item, but information on the repair won't be updated until you move the item from one inventory slot to another.
- Items that you craft, trade, pick up, or otherwise put in your inventory will now auto-stack with like items.
- You can now split stacks of items in your inventory. To do this, simply pick up a stack of objects in your inventory or bank. Drop it onto an empty backpack or bank slot. You'll be presented with a small window prompting you for the number of items in the stack to move. Note that you cannot split stacks into a trade window or onto a monster - you must split into an empty slot in your inventory first.
- You can now use target macros with the %t or %T fields. For instance, type "/macro /say Hello, %t!" - this will set up a macro that will say hello to your current target.
- You can now set a follow up spell to be cast. If you press a hotkey to cast a second spell when a first spell is being cast, the second spell is queued up to be to "autocast" after the first is cast. Note that when the second spell actually begins the cast process, it will cast on the target the player has currently targeted. You can cancel the spell in the normal fashion by moving when starting to cast. If you wish, you can turn off this feature by toggling the "/noqueue" command.
- Attackers now receive a specific bladeturn message when their attack is bladeturned. Previously the message they received simply stated the attack missed.
- When you craft an object that cannot be carried, you now get a print saying "you create the object on the ground".
- Sprint can now be bound to a key in the keyboard configuration.
- You can no longer turn your figure when stunned or mezzed. This will allow melee characters the chance to use position styles against stunned/mezzed enemies.
- When you use a hot-key to ready a one-handed weapon, you will now automatically equip your shield if you have one readied.
- If you used the last of your stack of thrown weapons, you used to get garbled combat messages if you had no readied weapon. This is fixed.
- Fixed issues with Mesmerize - under certain situations if cast on a player, the casting player would not be put into combat mode.
- "/assist " should now work correctly. Up until now it only worked properly on your currently selected target.
- Some of the portal ticket vendors will now also sell siege ammunition as a secondary store index.
- Monsters will no longer wiggle back and forth across a path-point if they are traveling fast.
- Monsters in formations in dungeons with multiple levels should no longer have creatures drop through the floor.
- When crafting objects, stat bonuses will display both the 100 and 150 percent amounts.
- Focus gems now delve the correct amount.
- When you enter stealth or camo and you are sprinting, your sprinting is halted.
- Heroes can no longer enter stagform while dead.
- Monsters should no longer turn to face you when Mezzed or stunned, so now positional combat styles will be easier to perform against them.
- There was a bug that prevented back-up combat styles from working properly if one of the styles was shield-based. This has been fixed.
- You now have to reach deeper water before you go into swim mode.
- Monsters will now propagate much more smoothly when they are flying.
WORLD NOTES
- Portal Ceremonies across all realms have been adjusted to handle an increased teleport load. This should alleviate problems noted when teleporting cross realm for large relic and keep raids.
- The leaders of guard patrols in the frontiers should now appear at a greater visual distance for players.
- Quests: We have added one quest per realm to provide an introduction to the new races that will debut in the Shrouded Isles expansion.
- Realm V. Realm - Battlegrounds: We have adjusted the levels of many of the monsters in the battlegrounds - to provide better pets for charming classes. The giant spiders, tomb raiders, cliff beetles, goblin whips, large bloated spiders, death spiders, and rage wolves have all been adjusted.
- Merchants in the three capital cities have been combined for your convenience, now that merchants can have up to four pages of items to sell. If you can't find your usual merchant, click on the merchants nearby to find the items you need.
- The following merchants now carry enchanting/recharging components: Freyne Aeoelred in Camelot, Ereck Hemingr in Jordheim, and Cedric in Tir na Nog
- PvP servers only: Under some existing circumstances, the Relics on the PvP servers can reset to their original relic keeps. Under 1.54, more relics will be reset to their keeps, as such, the guardians of these keeps have taken it upon themselves to periodically replace the Relic Keep doors.
- Realm v. Realm: Realm v. Realm - Frontier Keeps: The patrolling guards should now move more quickly throughout their patrols.
- Realm v. Realm: To help prevent people from exploiting the immunity timer in the new RVR dungeons, we have moved the exit to the dungeons. You can no longer zone out where you zoned in, but instead must travel a distance to a new zone point.
- Battlegrounds: Siegemasters will now specify when and where they drop ammo. This will be indicated by a pop-up "OK" box at the time of the ammo drop.
Courier Missions
We have introduced a new set of tasks named "Courier missions". These missions take place within the frontiers and can only be given to players who are 30th level or higher. There are two sides to each mission, a kill task and a protect task. The primary goal of the kill task is to speak with the mark dealer for a task, locate the courier listed, hunt the courier down, and then kill it. The protect task is a bit different in that you must find the courier, speak to it to obtain the task, and then ensure the courier reaches its destination alive. To better assist the defenders in locating a courier to defend, we have also added a status monitor within both border keeps. These status monitors will broadcast to the entire keep if a courier needs a defender and where this courier is located. You can also speak with this monitor to find if there are any couriers in transit that require assistance. As with all tasks, you may use /task command to receive the status of your task at any time. Please note that you will have only one hour to complete this task. Should the courier take longer than this to reach its destination or should you not locate the courier, the task is considered forfeit.
The details of the rewards are as follows:
Kill Task - A large sum of coin will be split evenly to anyone who is on this task when the courier is killed. In order to receive your reward, you must be within 6000 units (just outside of visual range) of the courier when it dies.
Protect Task - A large sum of coin will be split evenly to anyone who is on this task when the courier reaches its destination. In order to receive your reward, you must be within 6000 units (just outside of visual range) of the courier when it reaches this point.
Following is the list of Mark Dealers and Status Monitors:
Albion
Status monitors: Kirbie Hareford (Castle Sauvage), Paytan Varden (Snowdonia Keep)
Midgard mark dealer: Ohtor (Portal Keep - Hadrian's Wall)
Hibernia mark dealer: Edouarz (Portal Keep - Hadrian's Wall)
Midgard
Status monitors: Ulfr (Svasud Faste), Steig (Vindsaul Faste)
Albion mark dealer: Bardolf Culthit (Portal Keep - Odin's Gate)
Hibernia mark dealer: Drust (Portal Keep - Odin's Gate)
Hibernia
Status monitors: Garth (Druim Ligen), Eodan (Druim Cain)
Albion mark dealer: Centwine Melgim (Portal Keep - Emain Macha)
Midgard mark dealer: Skuti (Portal Keep - Emain Macha)
Albion Quests:
Bounty Quest - (peallaidh) - Thule Ruthic wasn't taking peallaidh hides. This has been fixed, he takes them now.
Legend of the Lake AND Barbaric Tales - Players couldn't turn in the second goblin tome - this has been fixed, they can turn it in now.
Willing Sacrifice - The quest reward tells the player they're going to get a belt. The rewarded object is now correctly set to a belt.
Midgard Quests
- Tomte of Doom - Yandu wouldn't respond to players trying to choose a circlet. This has been fixed, players can go back and talk to Yandu. The journals now have the trigger word: [inventory]
- Midgard Quests: Tomte of Doom - Players should no longer have difficulty selecting their reward.
Hibernia Quests
- Unnatural Powers - Invisible Green Maws were killing the players. This has been fixed, players can attempt this encounter again now.
- The Moonstone Twin - Giant Caithor was spawning briefly and then despawning. Players couldn't continue. This has been fixed, players can attempt this encounter again now.
Albion Quests
- Andrew's Metal Bits is now only available to Scouts.
Dungeons
- RvR Dungeons: The innocents all now operate under the undead damage tables.
- Hibernia - Treibh Caillte - the few earth golems who occasionally got stuck near the entrance have been moved.
- Dungeon: Darkness Falls: Dried worm husks have recently been discovered in the wake of the giant demon Beliathan's passage. Their origins have not yet been discovered, nor have any been seen alive thus far in order to determine their purpose or meaning.
- Dungeon: Treibh Caillte: Rock golems which have been pulled to the entrance should now return to their spawn points. The rocky golems are now a little bit tougher.
- Coruscating Mines: The undead Drudgers should now all use the same damage table.
Monsters
- The Dragon Stun used by all three dragons will now trigger a stun immunity timer.
- The following monsters throughout the realms have armed themselves - the Danaoins, the snowshoe bandits, many of the ghostly invaders, as well as the cutpurses and poachers.
Albion: Dartmoor - the granite giant pounders in the southeast should no longer be "too far away to attack"
Albion: The few cave fairies who were immune to all ranged attacks have been fixed.
Albion: Camelot Hills - the river sprites south of Cotswold have returned.
Albion: Merchants dressed in foreign armors have changed their clothes.
Albion: The pygmy goblin tanglers should no longer chase players forever.
Albion: Some scouts report seeing a new breed of spider roaming Hadrian's Wall. Also some reports of some enraged panthers being spotted in the area.
Albion: Starved of their normal prey, the bone snappers have grown weaker.
Midgard: Merchant Tig is no longer aggressive.
Midgard: Several of the missing factions, notably Pack Drakulv and the Bounty Hunters, have been restored.
Midgard: Guards patrolling Odin's Gate reported seeing a new type of spider.
Midgard: Hill Scrags are now correctly classified as giants instead of humanoid (matching the other types of scrags).
Hibernia: The cliff beetles in Emain now have a wider level range.
Hibernia: The poison merchant in Druim Ligen now sells both low and high level poisons.
Item notes
- New RvR dungeons - the few instances where loot usable by the wrong realm were dropping have been fixed.
- The few instances where the wrong realm's stats were added to items have been fixed.
- The shade of Aelfgar now is dropping loot correctly.
- Svelte Armor Leggings (Albion) can now be dyed.
- The Icebound Effluvium Staff of Summoning (Midgard) should now con correctly.
- The second body resist entry on the Resplendent Necklace (Albion) has been changed to energy.
- The Eternal Strife Frock (Albion) can now be dyed with the appropriate dye type.
- The Adamant Coral Helm (Albion) now buffs the shield skill instead of chants.
- All cloth helms and caps in the game should now display a cloth icon in inventory - this should not affect the appearance on the character.
- Werewolf warders should no longer be dropping loot from Muspelheim.
- The Windswept Cloak (Midgard) can now be dyed.
- The Demoniac Turmoil Frock (Albion) can now be dyed with the appropriate dye type.
- The Cinder Stained Vest (Midgard) now increases the composite bow skill instead of beastcraft.
- The Siabrian Staff of Mana (Hibernia) should now have the appropriate level requirement set.
- Focus staves created from the unique item generators should be salvageable.
- The Cailiondar Helm (Albion) now increases the parry skill instead of chants.
- The Ghastly Mendicant Frock (Albion) can now be dyed.
- The Tactician's Belt (Albion) should now buff matter, body and spirit.
- The Boots of Favor (Midgard) can now be dyed with the appropriate dye.
- The Berolig shield (Midgard) now buffs mending.
- The Skogfru Skin Bracer (Midgard) now buffs composite bow.
- All cloth, reinforced, studded, chain and scale helms in the game should now display the correct icon in inventory. This should not affect their appearance on the character.
- The Riven Silk Robe (Hibernia) can now be dyed.
- The Feelion Razor (Hibernia) now has matter and body resists instead of 2 matter resist listings.
- The Latticed Shadow Boots (Midgard) now has body and heat resists instead of 2 body resist listings.
- The Lion Embossed Greaves (Albion) had the charisma bonus changed to strength.
- The Bracelet of Voided Talent (Hibernia) now has a bracer icon.
- The "granite chisel" now has an icon.
- The Petrified Wisened Oak Shield (Hibernia) now has the correct salvage value.
- The Erubescent Strife Dirk (Hibernia) now correctly buffs the piercing skill.
- The icon on the Imbued Gloves (Hibernia) is now correctly set to reinforced.
- The Partial Map is no longer equippable.
- The Wintry Effluvium Sword (Hibernia) should now be set at the correct level.
- The Blodjeger Hammer (Midgard) should now longer display that it is usable in the left hand.
- The Shimmering Etheric Helm (Albion) is no longer set to no-sell.
- The Woven Darksteel Boots (Midgard) now have heat, spirit and body resists, instead of two body resist entries.
CRAFTING NOTES
- You can now "self-combine" items. Right click to quickview the item you want to self-craft. Use the MiniCraft hotkey. Press the CRAFT button. You'll get a trade window that is preloaded with the combine flag set and the item you wish to craft pre-populated. Add your components to the right side and hit ACCEPT to craft.
- Increased the stack size of tradeskill components from 100 to 200 and from 20 to 100
- Changed the title of the final rank from "Legendary Grandmaster " to "Legendary "
- Fixed the long dirk blade to have the correct icon
- Fixed the needle mace head to have the correct icon
- Fixed the base value for the long dirk and needle mace so they sell back to merchants for the correct amount
- reinforced kite shields will start at the appropriate skill level (instead of 100 points higher)
- The weighted bearded axe, reinforced round shield, reinforced kite shield, and reinforced tower shield are listed in seperate lists in midgard now
- reinforced round shield fittings in hibernia will start showing up on the appropriate list at the appropriate skill value now
- Hibernian reinforced shields now will ask for the correct ore type, instead of a metal type
- The final recipe for the barbed mace, in Hibernia, will now ask for the correct material types for the final two components -The whistle and toy sword will now ask for the correct type of wood not "WOO10" for the 10th material versions.
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Dark Age of Camelot
Camelot 1.55 Release Notes
November 25, 2002
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THE LURIKEEN UPRISING HAS PREVAILED
- As of this patch, Lurikeen can become Heroes. Thanks for the great roleplaying moments to everyone involved in the Uprising. Enjoy!
NEW THINGS AND BUG FIXES
- We have made it so you can no longer duel in cities. Peace has once again been restored to crafters.
- Fixes a problem where archers would play one frame of a combat swing animation after killing an opponent with a bow. This was a client animation problem only - it didn't actually affect bow shot times, and it appeared randomly.
- Couriers should now honor all pathing geometries and should obey zone wall boundaries.
- Realm guards should now follow leaders and maintain speed with leader. This should also fix the aggro problem when realm guards would lag behind and not aggro on enemies.
- We have implemented a /GROUNDASSIST command on the server. By using this command, your own groundtarget assumes the same location as your targeted player's ground target. This allows for a "front spotter" who is possibly stealthed to set a ground target for a siege equipment controller or spellcaster.
- We fixed the delving of combat spell abilities - these were printing incorrectly.
- When you upgrade an outpost you are setting a desired level on the outpost. The level will only increase or decrease one notch per 6 minutes.
- Performing a successful Guard or Intercept no longer causes an interrupt to a caster who is guarded.
- Level 51 cloth armor should now get the correct amount of bonus levels.
- Legendary crafting titles should now set and display correctly.
- Bards can now hold and use staves (although they cannot train in them). This is a longstanding bug. All classes should be able to hold and use staves.
- You can no longer put proc effects on jewelry, cloaks or instruments to artificially boost their level.
- Monsters will no longer attempt to cast a 20th concentration effect repeatedly.
- The Realm Abilities First Aid and Mystic Crystal Lore can no longer be used in combat. Using them in combat was a bug, and it is now fixed.
HELM PROBLEMS
We are halfway through transitioning to a new, better system of displaying helms. This system will allow us to create new helmet graphics much faster, and allow them to fit player models much more effectively. Please be aware that there may be some display issues with some helmet/race combinations until we fully migrate to the new helm system.
REALM POINTS FOR RESURRECTING NOTE
Please note that on Pendragon, we've been testing a system that gives classes that can resurrect their fallen comrades Realm Points for doing so. For now, we're holding off rolling this system live until we've worked all the kinks out of the system, based on the concerns of the Pendragon community and the team leads. So, none of the Pendragon resurrection-specific spell changes that you may have read about in the various 1.55 test release notes have been implemented in this live version, which includes getting Realm Points for rezzing, decreased casting times for higher-level rezzes, etc.
RVR CHANGES
- We have made it so you can gain experience points for engaging in RvR and killing, or helping to kill, enemies. You will not lose experience when you die, but when you kill an enemy, you will now be awarded "normal" (i.e. as if the enemy was a monster, based on level) experience for the kill. Thus if the player is blue to you, you will be given normal "blue" monster experience for the kill. Please note that there is a known bug currently in this system where under some circumstances if you are grouped you won't get experience for a group-member's kill. We are looking at this problem right now and will fix it as soon as we can.
SPELL NOTES
In advance of Shrouded Isles, we have taken steps to correct a longstanding spell issue. Several spells allow casters to buff lower-level characters without adhering to a cap of any type, thus enabling lower-level characters to be able to fight monsters far above their level, with almost no danger. This allows low-level characters to level far faster than intended. We want these spells to help low level characters, but not without a cap of some type.
So, these Damage Add and Damage Shield spells are now capped, so they will no longer give 50th level damage-per-second to a 1st level character. However, given that some players are used to being able to do this, we have made the cap higher than it normally would be - you'll still be able to help out lower level characters with these spells, but not to the extremes that existed up until now.
Please note that we have implemented this on a sliding scale as per the rest of the buffs in the game. If you are a mage that has these spells, the lower level you are, the less this change will impact you. The most impact will be from an extremely high mage (i.e. 40+) buffing a 1st or 2nd level character. The damage allowed slides up from there.
SIEGE WARFARE NOTES
Siege damage has been flattened across the entire area affected. In other words, there is no drop off from a direct hit and someone at the edge of the bolt.
Additional types of catapult ammunition have been added to the ammunition stores. Note that the cost of existing ammunition has been raised, to be more in line with the new ammunition:
- A catapult bullet - which is a higher damage, low area shot.
- Grapeshot - which is a lower damage, high area shot.
- A ball of ice - which is similar to the existing catapult stone, but does cold damage.
The "power level" of all siege ammunition has been increased. This should lead to higher, more consistent damage when using these weapons.
WORLD NOTES
- Many of the Midgard NPC's have removed the robes favored in enemy lands, and replaced them with appropriate Midgard vests.
- Dungeon: Summoner Hall: Grand Summoner Govannon should no longer be able to heal himself multiple times in the course of combat.
- Darkness Falls: Beliathan can no longer be fought in the tunnels of Darkness falls, however, he will now linger longer in the room when he spawns.
- Hibernia: Touched now correctly resembles the diseased Celt that he is.
- Albion: We have added a bindstone near Swanton Keep in North Black Mountains. The Snowdonia Relic keep (Albion Power) was the relic keep that was the farthest from any bindstone. This bindstone should provide a binding location for Albion players who wish to defend this relic.
Realm v. Realm - Frontier Keeps
Keep Lords - At low health, the Keep lords will now summon help from the courtyard and the new "personal guard" spawned at keep upgrade level 8. Given their newfound confidence in their allies, keep lords will no longer use their anti-bladeturn abilities.
- When a keep is upgraded to level 8 - 4 additional Keep Guards will spawn near the lord room.
- If you take over an enemy's keep and that realm has at least one of your relics, if you upgrade the keep to level 10 it will spawn a corpse summoner NPC. If you die in PvP and type /transfercorpse "keep name" without the quotes your corpse will transfer to that keep, although you will still need to be resurrected once you get there. Note that enemy players can kill this NPC and if they do so, the /transfercorpse command will be unavailable to you for that keep until he respawns (in one hour).
TRADESKILL NOTES
- Fixed the higher material Wrought Jewelry Boxes so they are able to be made correctly now in Albion.
- Fixed the stable leeching tincture recipe so that it creates the leeching tincture and not the ablative tincture.
- In Albion labeled the stable leeching tincture recipe correctly.